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[PTU] Kanto Framework for Maptool V1.8; Now with prestored features and edges/
Topic Started: Nov 20 2013, 07:32 PM (12,324 Views)
Fazza
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This is a framework for maptool that me and my GM have been working on for an upcoming game. The aim was to make playing PTU over maptool with skype easier and reduce the need to reference the PDF. It uses character sheets with multiple pages to display the information for pokemon and trainers. Editing pokemon/trainers is all handled within the relevant sheets. It also allows quick rolling of moves and the damage done as well applying the result to a target.

Get the file here:
Kanto Framework Download


Main Features
Sheets with clickable links for the vast majority of informantion you need to run a game and or manage a character.

Adding XP automatically levels up pokemon, upon leveling up any new changes such as new moves availible will be displayed.

The ability to easily modify combat stages, initiative, damage reduction, throw range(trainers), evasion, damage bonuses, accuracy modifiers and critical hit ranges

Set your party and send out and recall pokemon from your trainer token to other maps. Upon sending out a pokemon is automatically added to iniative. You also have the ability to train your party which will automatically add xp to selected pokemon based on your command rank.

Working pokedex with token images. Along with the ability for gms to generate prestatted tokens with random or set nature, gender, abilities, and modifiers. Trainers can also track what pokemon they have seen and caught

Each pokemon and trainer has a move list with the ability to quickly add core moves from the PDF or add homebrew moves. You can also permanently edit moves easily should they change due to an ability or other reason or roll a move with editted effects that only effect that roll.

Moves are used at the click of a link and outputs the move details along with the accuracy and damage roll as well as a damage link that when clicked will apply the attack to the selected tokens with the relevant defense and damage multiplier(resistance/weaknesses)

All core ability and capability details with the ability to add them to pokemon/trainers quickly and reference them from their sheet from then on.

Working inventory with all core items present with corresponding prices that can be automatically deducted from your money upon adding(custom prices, such as 0 for free can also be used)

Automatically roll accuracy check and capture check when using pokeballs from inventory.

Capture calculator for the GM to quickly determine what roll is required to catch a pokemon. When a pokemon is selected it will prepopulate the choices to make this faster.

HP and XP Bars.

Images


Usage Notes


Individual Sheet Details


Update Guide


Old Versions


Changelog


Credits
Edited by Fazza, Mar 8 2015, 02:39 PM.
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BloodAngel266
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*Hangs head at my still relatively incomplete framework for PTA*
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Fazza
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Didn't think I'd be making so many changes so soon but I was bored and added some stuff and my GM did some stuff as well so updating this.

Changes


As for what else I'm planning to add in the near future I'm looking at more GM tools that could be useful and sorting out status afflictions

I'd love to get feedback from the people who have downloaded it, any suggestions are welcome.

BloodAngel266
 
*Hangs head at my still relatively incomplete framework for PTA*

Ah keep tipping away at it you'll get it eventually, this used to be for PTA before we modified it for PTU and it took me far too long to get that to a reasonable state. The old PTA version can still be gotten here if you want to check it out but I won't be updating it any time soon since I'm not in a PTA game any more.
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KGJ
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There is a bit of a problem with the features and edges page.

Basic Skills(i) « if((count - floor(count/3)*3)==0, '

This is how it looks and im getting this error in chat.


   Error in body of roll.       Statement options (if any): frame("Info", "width=260; height=300; temporary=1; input=0;")       Statement Body (first 200 characters): {

[r: EdgeName] [h: prereq = json.get(EdgeArray,0)] [r, if(prereq!=0 || prer
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Fazza
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KGJ
Nov 30 2013, 05:39 PM
There is a bit of a problem with the features and edges page.

Basic Skills(i) « if((count - floor(count/3)*3)==0, '

This is how it looks and im getting this error in chat.


   Error in body of roll.       Statement options (if any): frame("Info", "width=260; height=300; temporary=1; input=0;")       Statement Body (first 200 characters): {

[r: EdgeName] [h: prereq = json.get(EdgeArray,0)] [r, if(prereq!=0 || prer
Apologies for the late response. I wasn't playing for a good while and kind of stopped working on this during that time.
As for your issue this error shouldn't occur if during set up the host checks the "Use Tooltips for [] Rolls" checkbox when setting up the server. Leaving this option unchecked causes some other minor issues, I will say it seems odd that it happens on some pages and not on others, I presume this is down to me coding them slightly differently but I doubt I will be doing anything about it since it works fine if you leave that option on. In saying that I'm not able to replicate the error in chat is that if you click on (i) for Basic Skills?

As a general update if anyone is interested I have been working on this again the last few days and made some pretty big changes that should reduce the need to reference the pdf during sessions, not completely mind but baby steps and I'm happy with how it's shaping up. I should have an update up soonish, after that I will of course be looking at how much things will change with the new update that I hear is out pretty soon.
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zoofman
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Just moving this over to homebrew, this sorta content lives there too.
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Fazza
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zoofman
Feb 12 2014, 06:27 AM
Just moving this over to homebrew, this sorta content lives there too.
Okay, fair enough. I figured homebrew was more for actual changes to rules and the like while this just facilitates playing the game.
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Fazza
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Version 1.2 release

Link Removed

New update with everything brought up to 1.04. I was planning on releasing this before 1.04 but I decided there wasn't really much point since it was so close to coming out. This has all been updated to 1.04 and there are a lot of other stuff that I added before changing it over.

Changelog

  • Updated to 1.04.
  • Pokedex. This contains ALL the information on pokemon from the pdf. GMs have full access at all times. Players have limited access decided on by the GM either only those caught, all seen or all. GMs can also decide if they want to allow their players to add/remove pokemon seen/caught or whether that will be down to them. You can also view a species from the misc page. Players wishing to view the pokedex must be impersonating their relevant trainers.(Note this currently won't show pokemons alternate forms e.g. Wormadom. expect that in the next update. Also I haven't currently put in legendaries)
  • Token generation. This is somewhat early stages but from the pokedex the GM can create a token that will be prepopulated with various details such as stats and capabilities. This is still early stages and I expect to add the option to customise some of the variable properties of the pokemon but for now it saves you having to input base stats and the like.
  • Move Tracking. EOT moves show the last turn they were used and if used the turn after it will spit out a warning in chat(but will still roll the attack). Scene moves also have this and are also striked through once used up. Daily will become striked through after you use it in a scene and will remain so onces all the uses have been used. You can recharge individual moves by clicking on the frequency for that move. There are also links to recharge after a scene or after a day. You can still click on all these moves when they are struck through it just outputs a warning before hand.
  • Training. You may now train the pokemon in your party. All tokens must be on the same map to do this. Since there are edges that effect how many half hours you can train and how many pokemon you can train at a time you must put this in manually and while it shows the minimum time needed it may actually be longer for you depending on how many pokemon you can train at a time.
  • Level up checking. Upon leveling up the framework will inform you if any new moves are possible to be learned and what tutor points they gained. The move part is not currently implemented for pokemon with multiple forms unfortunately, I haven't fully decided on how to implement form changing on tokens just yet I'll probably work on that for the next update.
  • Individual type chart. Accessed from the misc page this shows you how various types will affect the pokemon.
  • Changed HP changes to only display to the GM and the user. This was mostly to hide how much damage players were doing from them which they could then calculate the defenses.
  • Clicking IN on the left now allows you to set a permanent Initiative bonus(e.g. using agility training as training) clicking the iniative value lets you add the token to initiative and also set a one time bonus(e.g. using agility training as orders)
  • Capture Calculator now determines how many evolutionary stages are left for the selected token
  • Various other minor changes


For PTU 1.03
Edited by Fazza, Apr 12 2014, 10:26 PM.
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Fazza
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Needed to make some quick fixes.

Version 1.2.1
Link Removed

Changelog

  • Various moves weren't being read right by my excel sheet due to some inconsistencies in the PDF that I had not build into it to handle for the last version I think they are all fixed now(Magnitude having no AC (which I made 2 like 1.03 hope that's what it's meant to be) and Tailwind and others not having a range)
  • Added Technology skills to Porygon and Rotom Line
  • Added Static to move frequencies
Edited by Fazza, Apr 12 2014, 10:26 PM.
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Fazza
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New Update: Version 1.3

Link Removed

Not a huge amount of additions but one very signifigant one to this version, this update makes GM life much more bearable with advanced token generation that takes most of the leg work out of statting up wild pokemon. While the previous version had simple token generation that filled in all of the static stuff such as type, size, base stats and the like this provides the GM with options on how to automatically stat out the variables such as mods, abilities, natures, genders and moves. I've been thinking about this for a while but I've recently started GMing and stating up wild pokemon is a pain, I want to give a good amount of freedom to my players so statting up wilds in advance is hit and miss and I hate wasting effort. Statting them up in session also stalled my first session for a few minutes and of course I missed a few things(forgot to give Natures to one set of pokemon, forgot to assign modifiers to others). Also of note is that I changed some things under the hood regarding stats so GMs will need to use the link on the GM screen to update selected tokens.

Changelog

  • Advanced Generation: When generating a token now you will have an input pop up with the following options that I will explain.

    • Number to Generate: How many instances of the token you want.
    • Level: The level each token will be.
      Gender: If Random is selected each token's gender will be randomly determined based on the pokedex entry. Otherwise all will be the gender selected
    • Nature: If Random is selected each token's nature will be randomly determined. Otherwise all will be the nature selected. Either way base stats will be adjusted automatically.
    • Stat Assignment: This has a few options as to how stats will be assigned.

      • Random: Each modifier for each token is randomly assigned. This will not break base relation however. Due to the nature of this this method is signifigantly slower than the others, 5-10 seconds per token on my end depending on level but even so it's definitely my favourite method for random encounters.
      • Highest X/Even: Will evenly spread the stats across X stats(all in the case of even) with the highest base value. This prioritises the highest so any left over stats go to them first. This method is essentially. instant no matter the level.
      • Lowest First: Gives stats to the lowest first while maintaining base relation. This results in a very evenly balanced pokemon. This is slightly slower than Highest/Even.
      • None: Leaves modifiers unnassigned

    • Ability Assignment. How you want abilities to be determined. It will only assign 1 when below level 20 so it's not too important at those levels. Above 20 it will assign 2 and above 40 it will assign 3

      • Random: Each Ability slot is determined randomly so long as it is legal 1st one will be any of the basic, 2nd will be one of the advanced or any leftover basic and the 3rd will be one of the high ability or any of the left over lower ones
      • Highest Availible: Each slot will be randomly determined but will only choose one from the highest availible level.

    • Move Assignment: If not set to none you will get a popup with various pages of moves availible to the pokemon based on the pokedex Level(-) being level up moves below the current level(or equal), Level(+) being those above. There will be pages for egg, TM and tutor moves. If set to All each generated will have the same move set you chose. If Individual you will get an input for each token generated.

  • Token Images: Many thanks to Elemental Knight who has kindly allowed me to include all his token images which are used in the pokedex. This doesn't have Gen 6 tokens but if you wish to add them yourself or change the current images you can do so by editting the PokemonTokens table(make sure the pokeball or whatever you want to be the default image is last and the range covers the number of pokemon in the dex). Tokens generated will also use the relevant image. Pokemon without a corressponding image will use a pokeball image instead. Note that because of this change I changed the order of the pokedex to the national dex since it was much easier. If you change the order it will screw up the image references. This doesn't currently work for mon with multiple forms expect that soon though.

  • State Images: Thanks to Ardo at the RPTools forums for putting together a package of state images. Credit to AidyBaby for making at least some and inspiring the style and also others at this thread. Note that states are not yet fully implemented these are just to show but rolls and the like will have to be done by GMs and players themselves. Expect fully integrated status afflictions in the next big update.

  • Static Attack Bonuses: You can now set bonuses to accuracy, damage and crit range on a token's Move page these are automatically taken into consideration when rolling an attack. Note that accuracy rolls are left in the format of d20Roll+AccuracyBonus=Total intentionally as the natural roll is important for effect ranges and crits.

  • Health Bar and XP Bar: Under the image of the token on the sheet there is now bars for health and xp similar to those in the video games. Injuries are also simulated in the health bar by blacking out the appropriate amount

  • Changed the way stats are stored to fix an issue with base stats going below 1. This will mean old stats will appear to be lost, GMs will have a link on the GM screen to update all selected tokens to the current set up though so in theory it shouldn't be too painful a transition.

  • Nature stat changes can now be editted on each token, this was kept away from users before but I decided to make it a bit more obvious and also there was no way to simulate breeder's complex personality.

  • Updated move keywords to 1.04.

  • Fixed mega evolutions displaying Atk and Def again instead of Sp. Atk and Sp. Def.

  • Fixed pokemon edges info outputting empty fields

  • Changed trainer modifiers to be level+9 in line with pokemon being level+10. I previously said that this should be added to base bonus but now that seems dumb as hell so I changed it.
Edited by Fazza, Apr 12 2014, 10:26 PM.
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