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| [PTU] Kanto Framework for Maptool V1.8; Now with prestored features and edges/ | |
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| Tweet Topic Started: Nov 20 2013, 07:32 PM (12,330 Views) | |
| Fazza | Apr 10 2014, 07:52 PM Post #11 |
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Pokémon Trainer
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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 | Apr 12 2014, 10:24 PM Post #12 |
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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 | Apr 30 2014, 01:07 PM Post #13 |
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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
The Rest
Edited by Fazza, Apr 30 2014, 01:10 PM.
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| Fazza | Jun 3 2014, 10:16 PM Post #14 |
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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
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| Fazza | Jun 4 2014, 05:47 PM Post #15 |
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Pokémon Trainer
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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: ![]() 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 | Jun 8 2014, 08:09 AM Post #16 |
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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 | Jun 8 2014, 10:16 AM Post #17 |
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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 | Jun 8 2014, 11:12 AM Post #18 |
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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 | Jun 8 2014, 03:31 PM Post #19 |
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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 | Jun 26 2014, 06:56 PM Post #20 |
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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:
Edited by Fazza, Jun 26 2014, 06:58 PM.
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12:07 PM Jul 11