Forum Rules Forum rules and Optional Alternity rules. MUST READ
Pages: (2) [1] 2   ( Go to first unread post ) Reply to this topicStart new topicStart Poll
> Alternity on MapTool, Current Release v0.2 beta
Quote Post
Bone White, ** Group: Heroes, Level 2 submitted 0 Resources has rated 0 resources, submitted 0 artworks and is involved with 0 projects.

Last update: 18/08/2012

Support Thread on RPTools.net

Hi all, I've been browsing here for the last couple of months, as I am a long obsessed (but never once played) Alternity fan. I'm 25 and live in the UK.

I realised quite quickly that the demand for Alternity is rather low, so playing in person is a rather unlikely proposition, so playing over the internet was the best way. After researching the different programs out there designed to assist playing paper and pencil RPGs online, I settled on MapTool.

This was for two reasons, because it is completely free, and because it is very powerful in terms of customisation.

Now I am just a "casual" programmer, but I have decided that I want to play this game so much, the best way is to make MapTool work for Alternity. If those who wish to support me in my endeavour could try MapTool and decide what it needs to make it work, I'd be grateful for the input from people who have actually played this game.

I'm designing the game to run from core rules to begin with, though adding the other settings should be a breeze after that. I'll be automating as many of the die-roll features as possible, such as attacks and damage, skill/action checks to make the game easier and more attractive for new-comers both to Alternity and MapTool.

Links

MapTool download Section

Tutorials on how to use MapTool

Framework file v0_2

Brief quick-play guide

Installation Instructions
  • Edit -> Preferences -> Application (tab) -> Uncheck "Show Initiative Gain Message"
  • Initiative Window Drop-down Menu (adjacent to "Next") -> Check Lock Movement
Update Instructions

No compatibility with previous version.

Change Log

New features for this version v2:
  • Complete tooltips for the attack macros and skill rolls from character sheet. (These look really good)
  • Dual actions implemented for both in and out of combat.
  • Complex skill checks also implemented for in and out of combat.
  • Diplomat dual-classing.
  • Combat Spec bonuses.
  • Level up macro (does not cover purchaseable 'perks' upon levelling up, only converts achievement points to skill points and re-calculates health).
  • Some more handier macros e.g. Stun Recovery lets you use First Aid / Treatment in combat easily.
  • GM settings pane to control optional settings.
Currently planned features for first public release are:
  • Weapon/Equipment list driven attack macros for ranged and melee Done
  • Character "sheet" - Done
  • Character creation - Done
  • Implementing the four-phase rounds - Done
  • Applying effects at the end of each phase - Done
  • Macros to cover main features yet to be implemented, such as damage heals and skill-checks - Done
  • Creating a small library of NPC tokens complete with statistics and equipment Postponed
  • Designing a map or two to showcase the game Postponed
Text
Issues:
  If a player changes token facing to non cardinal point (N/E/S/W) then all macros dealing with facing (attacks) will not function.
  When a specific combination of ko, and active tokens in initiative, and the last token is also the first active token in the next round, may cause turn locking or turn skipping when using Next Initiative to end the round.  Needs further diagnosis/investigation.
 
Notes:
  When saving a token, you must first set refresh character sheet property to 0
  Each token involved in combat must be owned by ONE player.  The GM should own NPC tokens.
  You'll find a couple of ready-made tokens to try combat with, but bear in mind, combat will not work unless each token has one owner, and last resorts will not work properly unless you are running a server with a different client connected. To begin combat, select all the tokens you require and press "Start Combat".

To Implement:
  Non-cardinal facing & flank area toggle button
  Automatic fire on multiple targets
  Full level up table
  Explosives
  More GM options (house rules)
  Stealth
  Surprise checks
  Lighting


Credits
  • Xaelvaen - for helping me test prior to first release.
  • The MapTool community, especially in the Macro sub-forum, for their continued support.


This post has been edited by Bone White on Aug 19 2012, 12:35
offline PM
Quote Post
VonWalther, Group: Heroes, Beyond Level 20 submitted 3 Resources has rated 14 resources, submitted 0 artworks and is involved with 0 projects.

I have used Map Tool in the past as a Map, and have not dived in to deep into the online ability. It a great tool.
I wish you luck in your endeavor and please keep us updated on your progress. Right now I have a lot on my plate, so would only be able to give what ever you come up with a look over and a little feed back, but not much beyond that for now.
offline PM Email Poster
Quote Post
Bone White, ** Group: Heroes, Level 2 submitted 0 Resources has rated 0 resources, submitted 0 artworks and is involved with 0 projects.

I'll keep you updated with how I'm getting on. For an example of how "good" MapTool can look, take a look at the excellent "framework" for Dark Heresy, Rogue Trader & Deathwatch by wolph42 :

Demo Screenshot

It will take me months to get something this good, but I'll get there eventually I hope!
offline PM
Quote Post
Bone White, ** Group: Heroes, Level 2 submitted 0 Resources has rated 0 resources, submitted 0 artworks and is involved with 0 projects.

To keep you updated, I am still working on this. I'm currently trying to code automatic fire allocation to nearby targets.

I've completed basic skill selection and character creation. None of the advanced optional rules yet (except the character creation option rule set about skill points and broad skill points).

Also implemented are the four phase rounds and initiative. In MapTool you can't have people moving simultaneously, so I've added re-rolls until there's a clear defined list. e.g. Stan rolls Amazing, but so does the Security Guard. They both roll again, Stan rolls Good, and the Security Guard rolls Marginal. Stan acts first in the Amazing phase, followed by the Security Guard.

Stan now acts again in the Good phase, because unlike the Security Guard (who has eaten too many doughnuts in his career), Stan can have two actions. Because April, rolled Good with her first roll, they both roll against each other to decide who acts first in the Good phase.

Currently, single fire and burst fire works almost completely, you equip your weapon, click your target, and press Fire. Range, flank/rear, range and skill/weapon accuracy are all calculated and the shot result output to chat, including damage (with reduction from Armour). Health is taken from the relevant statistic, including secondary damage. Markers are applied to show knock-out and death

For ranged combat, I have not yet implemented low-light difficulty, cover, prone/kneel/sitting, aiming, or dodging, but it's a good start and they shouldn't be hard to implement once I've finished Automatic fire.

Melee combat is going to be added later, and then eventually grenades too. I'll be adding a character sheet and skill checks later on, then making public a first release for people to try.

I will eventually add libraries for all the campaign materials (e.g. skill list for Dark Matter, or Gamma World) which you can switch to if you are running a different campaign. I hope to in the long-long-term to implement other features such as Psionics, FX, Vehicles, Spaceship combat, and more. For now, it's just basic humanoid combat/movement/exploration.

This post has been edited by Bone White on Oct 10 2011, 15:02
offline PM
Quote Post
blacksunrunner, Group: Heroes, Master of the Puniverse submitted 16 Resources has rated 12 resources, submitted 4 artworks and is involved with 1 projects.

WOW blink.gif A magnificent octopus indeed. I am impressed. alienthumbsup.gif
offline PM Email Poster Users Website ICQ Yahoo MSN
Quote Post
TerroX, Group: A.Net Staff, Admin of Doom submitted 53 Resources has rated 93 resources, submitted 2 artworks and is involved with 4 projects.

Does damage take effect at the end of the phase (as per rules)? It would be still simultaneous that way except for special attacks like Takedown etc.

Author
"The result of each character's action in a phase is applied at the end of the phase. If these results impose penalties on a character, those penalties take effect at the start of the next phase." PHB p. 50.


This post has been edited by TerroX on Oct 10 2011, 23:48
offline PM Email Poster Users Website
Quote Post
Bone White, ** Group: Heroes, Level 2 submitted 0 Resources has rated 0 resources, submitted 0 artworks and is involved with 0 projects.

Currently, no. However this is definitely something I want to, and can implement.

I have returned to computer coding after 10 years absence so I'm a little rusty. MapTool has its own macro language too which makes things tricky, and some things you'd expect are limited. e.g.

Text
if x = 3
 if y = 8
        if z = 12
          Say "I am a lemur"
          Remove x health from target y


Is impossible to do, as you can only use a maximum of two nested statements with commands inside. There are ways to work around this, such as calling another macro within the statements.

Eventually MapTool will be converted to using JavaScript instead, however this macro language will be the stable stable for months (perhaps years) to come.
offline PM
Quote Post
Bone White, ** Group: Heroes, Level 2 submitted 0 Resources has rated 0 resources, submitted 0 artworks and is involved with 0 projects.

I now have some questions:

1) As this is a computer program I am not limited to using certain dice sides to roll. Do you think the situational step dice should be changed, e.g. putting in a d10, or after a d12 having a d14, d16, d18. Perhaps instead having 2d7, 2d8, 2d9 ? Your thoughts and experiences are welcome.

2a) With regards to secondary damage, if an attack deals two wound damage, it inflicts one secondary stun. However if a player has lost two wounds, each wound from two different attacks, should a secondary stun be removed from the second wound? I found my GM guide to be unclear.

2b) Depending on the answer to question 2a, should I calculate secondary damage per shot of automatic fire, or the total of (up to) all three hits.

This post has been edited by Bone White on Oct 12 2011, 19:00
offline PM
Quote Post
TerroX, Group: A.Net Staff, Admin of Doom submitted 53 Resources has rated 93 resources, submitted 2 artworks and is involved with 4 projects.

If you use custom rules less people will use it. Avoid changing the basic Step die mechanic.

Secondary damage from one attack at a time, different attacks shouldn't stack.

Same for auto. (I think stun is calculated basically per-bullet)


offline PM Email Poster Users Website
Quote Post
Bone White, ** Group: Heroes, Level 2 submitted 0 Resources has rated 0 resources, submitted 0 artworks and is involved with 0 projects.

Thankyou for the information TerroX, I agree with you about changing the mechanics, I had a wild flush of "artistic license".

I had to rework my attack code to take into account automatic fire and the phase application, but it's now working for both single shots, bursts and automatic fire. I still have to add melee attacks.

I keep an "overview of progress" thread on the MapTool forums, which I'd like to link here for anyone wishing to see screen shots so far. Styling the text output and making it more snazzy is one of the latter things on my list to do.

Note: where it now reads "Updating phase actions" the damage is actually applied at the end of a phase, and not immediately as I wrote in the post.

I'm working slowly but steadily to a usable release, hopefully this month.

One question remains however, does an automatic success (rolling 1 on the control die), always mean an amazing success, or should it be modified by the situation die: e.g:

Izy rolls against her Sprint skill (17/8/4) with a +2 step penalty. She rolls a 1 on the d20, and a 6 on the d6. The 1 means an automatic success, but should the situation die be ignored, or applied to measure degree of success (can never be a failure). Should the success be amazing or good?

Ace rolls against his Sprint skill (5/2/1) with a +4 step penalty. He rolls a 1 on the d20, and an 8 on the d12. The 1 means an automatic success, but should the situation die be ignored, or applied to measure degree of success (can never be a failure). Should the success be amazing or normal?

What about if your score is 3/1/0? Can you never score an automatic amazing success?

This post has been edited by Bone White on Nov 12 2011, 06:59
offline PM
0 User(s) are reading this topic (0 Guests and 0 Anonymous Users)
0 Members:
« Next Oldest | General Zone | Next Newest »

Topic Options Pages: (2) [1] 2  Reply to this topicStart new topicStart Poll