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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 (12,330 Views)
Fazza
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Quick Fixes 1.3.1

Link Removed

Some quick but essential fixes that needed to be made

-Fixed the table to include pokeball image for pokemon without token images(read Gen 6) that basically broke their pokedex entries
-Fixed setting base stats changing nature and breaking Misc Sheet
-Fixed leveling up by training party bringing up trainer modifiers and added level up checking to it as well.
Edited by Fazza, Apr 12 2014, 10:27 PM.
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Fazza
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Changing the way I'll be doing these, will be doing more frequent smaller updates, at least that's the plan. Anyway new update. Download links will now always be in the first post.


1.3.2
-Added gen 6 token images. Many thanks to Xyless for allowing me to use his excellent gen 6 tokens. Get them and other stuff here
-Added fractional damage/healing. Entering a fraction in the format of x/y in the first box of the HPChange input will calculate that based on the targets Max HP. So to do 1/8th damage due to poison say you just put "1/8" in(without the brackets). To heal half your HP thanks to Recover put in 1/2 and check the healing radio button.
-Removed the restriction where trainers had to be on the Pokemon Area map to utilise the sending out/recalling pokemon system. This was done so GMs could make more use of this feature with NPCs being stored on a different map. But you could in theory have a different map for each trainer if that's what you wanted.
-Fixed an issue with Natural Tutor Moves when generating pokemon.
-Added some labels with basic instructions on how to open sheets, just so that it's actually in the file itself.
Edited by Fazza, Apr 14 2014, 04:10 AM.
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Fazza
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Update

It's been a long time coming but I've finally gotten around to tracking conditions within the framework. A few other minor changes, if you've downloaded this recently you will probably have the majority of the new features aside from condition tracking as I've been making some small changes without posting about them, you can check the exact version you have by checking the black version macro at the top of the Lib:Pokemon token which outputs a changelog when clicked.

Version 1.4
Condition Tracking

  • Adding and removing conditions is done from the stats sheet. It will show the conditions a pokemon/trainer is currently suffering, by clicking on the individual condition it will bring up the details of the condition in a new frame. Additionally if the condition will do damage there will be a link to automatically inflict this damage and if the condition allows for save throws a link to roll this and output the relevant result.
  • When adding a condition that changes Combat Stages you will be asked whether to apply these or not, this is just because of abilities that change how conditions effect a pokemon. I'm planning to make it possible to change how conditions effect individual pokemon but for now this is how I'm doing it.
  • When disabled is selected an input window of all your moves will come up to allow you to select the move(s) that is/are disabled, note that when disabled you can still roll the move it will output that the move is disabled though.
  • When suppressed it will automatically change At-Will to EOT and EOT to Scene. However since currently the framework doesn't track PP Ups this will have to be done manually, I'll try to add it soon.
  • When asleep evasion is reduced accordingly. When blinded accuracy is reduced accordingly.
  • Added a Save Check bonus that can be set in the same way conditions are set. This will be automatically applied when rolling save checks. Temporary bonuses can also be applied at the time of rolling.


The Rest

  • Added links to recharge an entire party from the trainers party sheet.
  • Changed Accuracy roll display it shows the roll vs the AC as well as a new Hits EV number if this number is higher than or equal to the targets evasion it's a hit. Just removes a small bit of math
  • Damage rolls in the Damage Chart are now clickable
  • Added Version macro on Lib:Pokemon which displays what version you have is. When clicked it outputs the changelog.
  • Added info tokens. Clicking on these will display some info on how to use the framework.
  • Added rest to character sheet. Also a Rest Party to the Party sheet of trainers so resting yourself and your party should be easy
  • Fixed an issue with adjusting modifiers
  • Fixed an issue where one use scene/daily moves couldn't be recharged. Also EOT moves can be recharged now.
Edited by Fazza, Apr 30 2014, 01:10 PM.
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Fazza
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Update

Not looked at this for a while but a nice update that just make the game that bit easier to run to get me back in the swing of thing. Pokemon Centers and daily injury tracking are the main additions, before these required going through and manually healing pokemon and tracking daily injuries outside the framework so were badly needed. Luck/Pickup rolls were something that slowed the games I am in down considerably as we had to look at the table, roll d20, check what items were available count how many there are and then roll a dice to randomly decide on the specific item, this is now done at the click of a button. Various minor tweaks since the last update as well.

1.5

  • Pokemon Center: for the GM they can select all the pokemon they want this to apply to and click the link. Trainers can apply it to their current party when they are on their home map. This will output a table containing the pokemon healed this way with details on what their old HP was and what they are set at after along with how long the pokemon center takes.
  • Injury tracking: The framework now tracks how many injuries a trainer/pokemon has taken in a day. This is based off the last use of a Daily Recharge, if you have taken zero injuries between daily recharges you will heal one automatically as per the rules. This also limits you to healing 3 injuries in a day from various menas, if you want to ignore this limit or add an injury that won't be tracked click on the injury link on the stat page and check the checkbox that allows this.
  • Luck/Pickup rolls: The GM has access to a link for the luck/pickup rolls that trainers or pokemon can use to find items on the ground. It will roll the d20 and then randomly decide on an item from that group, it will also provide a link to add it to the selected trainers inventory. This will not include items that do not have a cost for various reasons(type plate, mega stones, master ball etc.).
  • Added a statsheet when you mouse over a token that shows level, hitpoints,evasion defenses and movement(plus AP for trainers)
  • Evasion is now split into Physical/Special/Speed instead of showing the highest of physical/speed and the highest or special/speed. Specific evasion bonuses can now be set as well.
  • Taking damage from conditions is now private(self and GM)
  • Fixed issue where fainted, heavily injured and dead weren't being applied/removed during HP/injury changes.
  • Added Heavily Injured and Dead to conditions. Under other.
  • Added a checkbox to the HP Change Input that displays when the pokemon taking damage is heavily injured that if left checked will add the additional damage for being heavily injured to the damage taken.
  • When using a move while heavily injured it will output a link to deal damage to the selected token.
  • Double strike moves now display accuracy and damage checks on seperate lines as it became cluttered with the addition of "hits EV"
  • AP usage and drain are now replenished when doing a scene/daily reharge from the party page
  • Changed full recharge to daily recharge.
  • Fixed changing trainers speed combat stages during tourney matches counting against them.
  • Added a very basic way to track the number of vitamins used on the misc page.
  • Removed the Average Hatch Rate on Misc Page since this can be found in the built in pokedex now
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Fazza
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Someone PMed me asking how to get pokemon sprites as opposed to token images for the pokedex. I knocked a table up real quick and decided to throw it up here as well, it has the sprites of Gens 1-5 from Elemental Knight's sprite pack(don't fancy hunting gen 6 images down right now). They look pretty nice in the pokedex(see below) but the issue is it will generate tokens with the sprite image as well and I personally don't like using them as tokens but some people might.

How it looks:
Posted Image

So If anyone wants to use it, download it below, import it to the framework(click Window->Tables first) and change the table name to PokemonTokens and delete the old PokemonTokens table. I might try to incorporate them both into a future update but for now you'll have to do the dirty work yourself.

Link removed since this is now in the framework by default
Edited by Fazza, Jul 8 2014, 04:10 PM.
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Trulhammaren
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I have been digging around and can't seem to find where the injuries are handled. What I am trying to accomplish is adding the optional cs damage to injuries rule to whenever they get an injury the system will roll for it right then and there.

Also what needs to be done to add more 'home bases' for lack of a better term for them. The Trainer/Pokemon in Party/Other Pokemon slots.
Edited by Trulhammaren, Jun 8 2014, 08:11 AM.
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Fazza
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Regarding injuries I can probably look at adding the option for that rule later today. Is this rule meant to lower 1 combat stage per injury or one each time you pick up injuries?

If you are just adding more trainers and space for pokemon not in trainers parties just unfog the area on the map and paint the background white. If it's allowing more than 6 in a party that would require some changes in the code.
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Trulhammaren
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its a 1 per injury roll a d6 to determine which. IIRC the rolls correspond as such, 1-Attack, 2-Defense, 3-SAtk, 4-SDef, 5-Speed, 6-Accuracy.

Oh ok, so basically I'm just copying what is already there, wasn't sure how the code detected those things.
Edited by Trulhammaren, Jun 8 2014, 11:13 AM.
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Fazza
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Actually sorry just looking at it with various interpretations of whether an attack that inflicts injuries lower the same stat or if only one is changed per time, whether to include evasion and accuracy as combat stages whether they persist after rest and healing if the injury is still there I'm going to give coding this in even as an option a miss for now at least.

Easiest would be just to make a simple global macro for yourself to click when applicable and lower it manually. But if you really do want to look at it yourself the main points of interest are the ChangeInjuries macro under 3.Other and AlterCS under 0. General both on the Lib:Pokemon token.


And yeah as for the trainers that is just based on what tokens are in a 2x3 area starting directly to the right of them and the "PC" pokemon can just be wherever. I probably should have more than 3 spaces for trainers that was something that came about from my current games which have 3 players.
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Fazza
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Update 1.6

Wanted to get this update out since I might not be able to work on the framework for a good while(haven't had much chance to lately)as such some of the features aren't quite fully polished but are still usable and quite handy particularly the evolution as that was a real pain to handle before.

Important Note for GMs:



  • Evolution Handling: The GM can now evolve(and devolve) pokemon from the GM screen by selecting the pokemon they wish to apply it to and clicking the relevant link. This will update base stats, capabilities, abilities, type, weight, size and the token image. It will reset Level Modifiers It will also unfortunately remove bonus capabilities and skill bonuses so these will have to be re-added.
  • Mega Evolution: The GM can also Mega Evolve pokemon. This method is for mega evolution where stat changes are just added on top of current stats. It will change the token image to the mega form based on the image in the relevant table. Stat boosts will be added as well as the new ability(or a choice of abilities if the pokemon already has it).At the moment this can only be done from the GM Screen I will try to make this possible from the token itself soon.
  • Form Handling: On the misc page you can now set what the differences between forms are. Choices are base stats, mod stats, type, abilities, capabilities and skills since these seem to be all that changes between pokemon with multiple forms, token image differences is also stored. Also if you wish to use the mega rules where you redistribute level up stats this is a good solution.
  • Resting Changes: When resting multiple pokemon(such as your party) you can now select a checkbox to give tokens individual rest rates so if something has a bandage or something else that boosts it's heal rate this can be done with this. Tokens now track the amount of time rested in a day capping at 8 hours, to reset this a daily recharge must be done. Note that if a token is resting a full health this does not count towards the time rested as I think this makes sense. Also changed resting to be slightly more in line with what I believe the intent so each half hour is 1/16th(or whatever the healing rate is) rounded down, before it was x/16ths rounded down so inputting the rest all at once could often give you more health than inputting it a bit at a time. Removed campaign rest macro, this should all be done from the sheets now.
  • Type Changes: Mostly a behind the scenes change for now but types are no longer restricted to the strict 2 type system this is partially for form handling, partially for moves such as Trick-or-Treat and Forest's Curse and partially for homebrew stuff so if you wish to have Beedrill be Poison/Bug/Flying go for it. Trainers can also be given types for whatever reason as well. Currently this all needs to be edited manually in the token's properties, expect full integration soon.
  • Generating a pokemon with moves that grant capabilities are now automatically added to their capabilities. This is not yet handled when adding moves after generation.
  • Pokedex Aesthetics: Just an attempt to make it look nicer in general, I've added sprites that are viewed in the pokedex as opposed to token images since I think it has a nicer look.(credit to Elemental Knight for the majority of these and mickyd92 who hunted down the gen 6 sprites). Pokemon with multiple forms have sprites that change depending on the form selected(this goes for token generation where availible as well). Also mega forms now have images and the pokemons name is displayed on the upper left. Movements now have their full name.
  • On levelling up pokemon with multiple forms if the form name matches the form in the pokedex it will inform you of moves that the pokemon can learn during the level up.(this only worked for pokemon without forms before)
  • Teleport and Water speeds had to be changed to Teleporter and Underwater to match the PDF.
  • Issue with autohit moves asking for input fixed.
  • Trainer Accuracy Bonuses now work.
Edited by Fazza, Jun 26 2014, 06:58 PM.
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