Showing posts with label LUA. Show all posts
Showing posts with label LUA. Show all posts

Friday, July 23, 2010

Fonts again...

I did some more work and locked speaking in languages to languages that the players have listed on their sheets.

I also did a quick search and replaced all the fonts with ones that I believe are freely distributable. I added a source file that lists where I got the font from and in most cases I included the zip file that contains the font.

Download the extension here.


To switch the fonts it's a three step process:

1) Convert a .ttf file into a .fgf file using the FGFontGenerator (available from Smiteworks).
2) Copy the .fgf file into the extensions fonts directory.
3) Edit the extension.xml and change the fgffile name="fonts/{your fgf filename here}.fgf" for the language you wish to alter. Adding additional languages is just a matter of adding a new font block and adding the proper entries to the character sheets.

Saturday, July 17, 2010

Fun with my old font extension...


Now with some translation and 2.7.0 chat bubbles.

Tuesday, June 23, 2009

Because I love color....

Redesigned skill challenge display class and a button that adds it to the Skill Challenge Tracker

Friday, June 19, 2009

Minor Stuff

The group I DM has a few people with varying degrees of color blindness. Some of them have trouble determining the difference between the power colors. The colors are a match for the PHB. But with some help from Oberoten's wild west extension, I switched the daily power to be a lighter shade. It's pretty easy to make it any color you want. Oh I changed the font too.


Next I went into the regular character sheet and changed the powers to use the same white on color format I've used on the minisheet.

And finally since I was playing around with the character sheet, I did a little coding and added the option for a Short Rest + Milestone. The only difference is the milestone adds an action point. It appears in all the short rest spots (char sheet, mini sheet, ct menu).

Friday, April 10, 2009

Form versus Function

So despite claiming he'd be eternally happy, Eric the DM of Thursdays was actually only happy for 15 minutes. Shortly thereafter he asked if I could make the power names bold (despite the fact it highlights them on mouse over). I knew given the limitation of FGII when it comes to formattedtext, this wasn't possible.

So I took an idea that moon_wizard suggested...adding carriage returns after each power to put them on their own line. And moon_wizard...LOVES carriage returns....in that "I-love-you-so-now-I-have-to-kill-you" sort of way.

Anyhow I wasn't sure how it would end up looking so I gave it a try (it's 1 line of code to change it).So there it is. Of course ancient dragons are probably more of an extreme case, so I grabbed another monster at random:
That looks pretty reasonable and it only ends up being a line or two bigger than the other format.

Monday, April 6, 2009

The Happiest Place in FGII....

First I decided to switch the highlighting to names instead of the SD/SA/EFF which enables the feature for all powers instead of just those which are tagged with special effects. I think it's a great way to look up keywords/range/etc. Here you see it working on an aura.



And then, because my email contained the phrase: "Now all you have to do is figure out a way for me to mark when encounter powers are used by NPC’s and I’ll be happy forever!"

I decided to see if I couldn't do something with those [e]'s that follow limited usage powers. In the end I made them like [R:#] powers. If you double click on the [e] it toggles to [USED] if you roll/drag an attack clause with a [e], it also clicks to [USED]. The screen shots show examples.


Thursday's aftermath

When the CT was first changed to display the SD/SA/EFF markers, I wondered if I couldn't do something more to make them usable. The way I turned the Recharge markers into effects that handle power recharge. Then Dungeon Delve and PHB2 came out and I forgot all about it.

During my last Thursday session Eric the DM mentioned something about having to open the NPC sheets to get the effects. I made a note to get back to that and see if I couldn't improve it. Shortly there after a thread appeared mentioning that negative modifiers did not correctly process (i.e. 2d6-1). I took a look at it and quickly figured out what the problem was. I made a few changes and got a test version of them working.

Fixing the negative numbers, had me looking at the same functions that handle the highlighting of the CT. I quickly realized the reason the EFF/SA/SD didn't hightlight and were not draggable is because they were too complex. A power could have multiple effects, special damage or special attacks. I let it sit until Sunday.

On Sunday it dawned on me, that the special attacks/damages/effects all worked just fine from the power display. So after a bit of tinkering I managed to get highlighting to work for EFF/SA/SD:

The hard part was figuring out what to do with them. I played around with a few ideas and eventually decided that the best option was to build a small powers display. This would show the power exactly like it appears on the NPC sheet, but save you the hassle (and screen real estate) of opening the npc sheet, going to the powers tab, then locating the specific power.

Here's what it looks like when you double click on the EFF/SA/SD marker:


The restrained and stunned text was highlighted because I was hovering over it when I took the screenshot. Just like the full NPC sheet you can drag that effect (or anything you can normally drag off an npc power).

I messed around with it and decided I like it so much I'm probably going to remove the EFF/SA/SD highlighting and instead highlight the power name. This will allow the DM to double click open any power (even if it has no effects/special attacks/special damages) and view the "micropower" sheet. Hopefully this will make finding the details (range/keywords/etc) or all powers a lot easier.

Thursday, February 19, 2009

Well that was easy


Automagical recharge rolls.

Tuesday, February 3, 2009

Display class....

and here's the skill challenge display class built side by side with the Skill Challenge Tracker

Wednesday, January 21, 2009

Effect Fixes and improvements

My latest version of changes survived my Tuesday game with only minor fixes needed. Onward and upward for my Thursday session:

* Fixed the Critical, Automatic miss message so it shows up when player attacks are set to Report/Off

* Added support for dropping effects onto Tokens

* Added Effects to the powers mini sheet

Monday, January 19, 2009

Beyond 1.3

Things have been happening beyond the 1.3 release of the ruleset. As always moon_wizard has the final say in everything, but we have both worked on Damage/ Attack drops for tokens and the CT. He did the bulk of the work (unfortunately the tokens only work for the Host...a Smiteworks issue), but I added in the ability to set drops to "Report" and the ability to drop a damage result from chat.

After playing with that for a while, I moved onto making effects that can be dropped on the CT/Tokens. I feel effect management is a huge drain on the DM's time and would like to see some way for the players to help manage their own effects.

My first pass built an extremely simple module that contained a list of effects. I managed to get these dropping onto the CT for the host. I then added code so the client could drop them as well. It was a good first step/proof of concept but not what I wanted.

So I recently began poking around in the Character sheet. I did a little work and made some changes to the powers. Now under the description is a list of effects. And yes these can be dragged and dropped onto the CT (well it's 90% right now, I just ran out of time on my lunch hour).

I think allowing players to build a list of effects for thier powers and have them available to drop onto the CT will be a huge boon to DMs everywhere, but maybe that's just me. Anyhow the obligatory image:

Tuesday, October 14, 2008

Jane..stop this crazy thing!!!!

I may need professional help......

...I added handling of the critical clause from magic weapons. Well if they are in the form +[dice] [type] critical damage

Also I moved where [BRUTAL] is displayed in relation to the total.

Monday, October 13, 2008

Karazax's long awaited request...


Diseases parsed and displayed. They are just a display there's no mechanical function to them.

Oh and I finished up the combat tab on both the standard and min character sheet so High Crit and Brutal crits work correctly.

Sunday, October 12, 2008

Because I was in it....

I added in code to handle weapons with the High Crit property. They key off the properties of the weapon. The code also supports brutal weapons:

Roll 1 is done with a High Crit weapon
Roll 2 is done with a standard weapon
Roll 3 is a High Crit, Brutal 2 weapon (Execution Axe)
Roll 4 is off the combat tab...I'm still working on making that support High Crit and Brutal.

The mini-sheet and power sheet fully support both brutal and High Crit criticals.

...tality!

as in brutality!

Just some code to handle Brutal dice. The above shows a power rolling 3 d12 brutal 2. Obviously this is incorrect for the power but I needed something for testing.

The shift crit code doesn't work with brutal dice, because I haven't figured out where it is in the code.

NM I found the shift crit code and altered it, now it works with the brutal dice. I also replaced the double reroll text. Now if it shows 2 numbers it actually rolled the dice twice.
First two lines show single rerolls.
Line 3 shows a Brutal that required no rerolls.
Line 4 shows the first die requiring 2 rerolls.
Line 5 shows a shift crit.

Wednesday, September 10, 2008

With code borrowed from Joshua and Xorn

I always liked the look of the portrait chat ruleset change. Just something as simple as putting the character images in front of the text makes it look so much nicer. So with permission from JPG I went in and dorked with the option code and added the option for portrait chat. I dunno if it will make the next release (I suspect not). But it was kinda fun to add. Anyhow:


Eventually I'd like to use the NPC icons for when the NPC does a roll, but at the moment the knowledge to complete that task eludes me. I put a post up on the FG boards so maybe someone with more skill than me will provide a solution.

Friday, August 22, 2008

Quirky...

I moved on to parsing the PHB type data out of the FR Campaign Guide. The rituals went in no problem. The magic items were another story.
First off several of them do not have a lvl # +# # gp series of lines.
Some of them have a bonus but it's just in the title and not in the proper field.
A few of them use "Enhancement Bonus:" instead of "Enhancement:"
Oh and there's the "Item Slots:" instead of "Item Slot:"
Don't forget the fact we made some items that have more than 1 power with the same recharge.

But the big thing? They added a whole new field. "Quirks:". So I had to modify the parser, and the ruleset lua, and the xml display classes.
Since I was playing with the PHB parser anyhow, I made some changes to it which will hopefully be an improvement over the older version.

Thursday, August 21, 2008

UGH!

I spent the last few hours getting the multi-power system to work with feat/power pairs. The system is really, really cool. It's another huge leap forward by moon_wizard. Unfortunately it did not like my feats on another tab adding powers to the lists. I went cross eyed staring at it for days, until I finally thought up a workaround while shaving this morning.

So what do multi attacks look like? Behold the wonder! (Note moon_wizard did most of the work. The entire system was functional, until he tried to integrate my feat/power pairs. All I did was make feat/power pairs work).

Sunday, August 17, 2008

Dragon Catch up

I decided to catch up with all the dragon/dungeon articles published this week. In addition to adding all the rituals from the core PHB.

Saturday, August 16, 2008

Ever wake up and realize you're stupid?

I did. Once I got past it, I finally got the feats linked with powers to successfully drop. Now when you drop the feat on your ability section, the power appears on your power sheet (you may have to expand the node to see it).
Before:
After:


Looking at it now I don't understand how it took me so long...but that's life. Oh I also modified magic items so GMs can add their own properties and powers, also so they can delete the existing ones if they so desire.