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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 (12,325 Views)
Fazza
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Major Update 1.8

Okay this is a big one and with some things I've been putting off for a while but believe me it will make your life a whole lot easier, particularly if you're a GM. Features and edges are now pre-stored in the framework similar to how moves have been for a while. Adding them to a token takes just a few seconds compared to the old manual method. This is particularly useful for GMs making NPCs. Other than that a few other quality of life updates which you can read in more detail below.

This framework has come a long way since I started it back when I played PTA. It's not hugely popular I know, but I know there are a good few people that use it(if you haven't checked it out I would really recommend giving it a chance and if you have any questions on how things work don't hesitate to ask here). I've pretty much handled all the things that are needed for the games I play in and there's only a few more things to handle from the books. Beyond that supporting homebrew is a big goal of mine and is something I'll probably look at soon. Other than that it's mostly tweaks and just keeping it up to date with the core. But I would like to ask people that do use it for opinions on how I could improve it in any way. I can't make any promises but I'll at least look into any suggestions.

Important: If you are transferring old tokens into this version of the framework ensure you select them all and click the Update to 1.8 link in the GM screen. This will reset features, edges and conditions on these tokens. Unfortunatly this will mean you need to re add any features/edges that were on them before so I recommend you take note of this before hand. I made the decision that writing code to convert edges and features from the old format would be too much work and I wanted to get this out as soon as I could. I think you will see how easy it is to add features now though and that it will be worth it.

1.8 Changelog
Features and Edges now prestored: Adding features and edges should be very easy now. On the benefits page for trainers click on the features or edges header to add one. This will bring up a dropdown box that can be searched. It currently contains all features from the 4 main PDFs. If a feature has related talents like chef's recipes or martial artist's martial achievments these can be added in the relevant feature itself. Some features have this set by default but any feature can be edited to allow this. These are added in a similar way to features note that all recipes/martial achievments/blessings/etc are stored together.

Additional Conditions: This is a new tab on conditions to handle some things in the game as opposed to being actual status conditions. Cheerleader conditions have been moved here and new additions are detailed here.

  • Training and Orders: These are now handled as conditions similar to how cheerleader states were represented. These however automatically increase the relevant stats, this is just for the 4 main ones at the moment. The only thing that isn't handled nicely is Brutal trainings effect range boost since effect range has always just been a manual check in this framework. This is something I'll look at handling better soon.
  • Momentum: This is currently just for tracking the value since whether or not this should be added or not is determined by if the pokemon is targetting a tagged pokemon or not. I'll think about how to better handle this but for now bear that in mind. Once set you can view the momentum condition and increment it up or down from there pretty easily
  • Hardened: This currently prevents a hardened pokemon from having their max hp reduced past the fifth injury and the "Include Heavily Injured damage" checkbox in the HP Change input is by default unchecked even when heavily injured. Again I'll look into whether getting the other stuff is doable or not in the future but I think having it visually there is important.
  • Double Team: Another numbered condition more for tracking than anything else. Works like momentum in that once set it can be incremented from the info frame.


Other Changes

  • Capture Reset: There is now a capture reset option on the GM screen. Select any tokens that have been captured during an encounter and an input will appear allowing you to select who now owns that token. As a side note I recommend you make sure your players use the same name through out but that is something that is generally a recommendation in maptool. There is also an option to reset level modifiers which is ticked by default.
  • Skill Bonus: An all round bonus that you can set for temporary skill bonuses.
  • Experience Calculator Change: If you have tokens selected it will total up the levels(*2 for trainers as per the rules) and prepopulate the input, also it will store the number of trainers entered since this won't change too much to save a bit of time.
  • Efficiency updates: You may have noticed some things took a few seconds to work in this framework, in particular anything that has to deal with the pokedex and the capture calculator, which was a bit of an inevitability with how much data it has to deal with. So I changed the way that these work by front loading the work so it doesn't have to do it every time. As a result these should be noticably faster. Just a note on the capture calculator, rather than accessing the pokedex to determine how many stages are left it will check a property that is set when the token is generated or evolves, this however won't work on previously generated pokemon in which case it will use the older slower method.
  • Also a minor thing but something to note. Since maptool doesn't handle special characters in certain situations I've moved towards replacing the é in pokémon with a standard e. It's possible to deal with this by changing maptool settings at launch, but for the sake of simplicity for users I thought it made more sense to do this. I may change it back if maptool handles it better in the future or if I find a way that will work in the current version.
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Fazza
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Bug Fix

There was an issue with Type Ace, Stat Ace and Style Expert due to having multiple prerequisites lines in the PDF that caused issues when trying to view them after being added to a token. I made a slight change to how these are presented so this would work with the framework. I would recommend downloading it again as adding these to a token with the old version will cause issues otherwise. If you already have I would recommend just doing the feature reset from the GM screen again to get rid of it.
Edited by Fazza, Jun 9 2015, 04:20 AM.
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Fazza
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Bug Fix

Just a few minor issues that needed fixing nothing game breaking
  • Fixed issue where damage output was only displaying to the GM and not the person using them. Unfortunately this means GMs get double outputs on their end when doing damage. But I think this is the lesser of two evils until I can look into a better way of doing it.
  • Fixed issue with Capture Reset only working for the first user on the list.
  • Healing a pokemon now outputs the HP the token is healed up to and brought more in line with damage. Also brought temp HP setting more in line.
  • Cancelling modifier editting no longer outputs to chat.
  • Made the sample Red token have no modifiers and all skills are Untrained since editting these when copying to make a new trainer was slightly annoying.
Edited by Fazza, Jun 16 2015, 02:39 AM.
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Fazza
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Bug Fix
Another minor one. HP link on the left part of the trainer sheet wasn't working, it is working now. F3 and damage link methods were fine so updating from an old version isn't massively important.
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majinonifox1
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Any plans to update this if/when PTU gets updated to 1.06?
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Fazza
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majinonifox1
Nov 15 2015, 12:43 AM
Any plans to update this if/when PTU gets updated to 1.06?
Apologies for the late reply, life has gotten very busy and I haven't really had time to work on this for quite a while or follow what's been going on with PTU. This will almost certainly be updated to 1.06 when it comes out, if not by me then by my GM who has done a lot of work on this as well. When 1.05 came out it took us a few solid hours to get everything done. A lot of the heavy lifting is done by some tools I made that parse the PDFs(I would never have time to go through the whole pokedex and get every entry from there), but really it depends on the scope of the rules changes.

I had a fairly sizable update in the works before I stopped working on it I'd like to take a look at that again and get that released before 1.06 but no promises on that one.
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guswadsworth
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So I tried to use your framework and my computer said no. I would constantly get stack overflow.

My machine is a Core i5, 8 gb of ram running window ten. I was running version 1.39b I believe. I couldn't identify a specific issue but I thought i would drop by and "report the bug".

Non the less the work you put into it was much appreciated and I am sorry it didn't work on my machine.
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Kairose
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you have to increase the stack size. To do that, if you are using a .bat launcher, right click>edit the bat and increase the number in "-Xss512K" to a higher number (don't change the letters). If you are using the launcher, it's the bottom text box. I don't remember how much you need, but I increased it to 15360K, probably way more than necessary.
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Harmonixer3500
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I am trying to figure out how to run combat in the framework so any help would be appreciated.
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Coldzero
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You sir, are an Arceus among men. I can't believe I have been playing for over a year now and didn't notice this was a thing. Just spent a session updating a lot of our pokemon to the this framework and testing everything out. So good, thank you.
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