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Posts for thread: TTopForums Thread - Icons
Pygon
June 3rd, 2009 2:36 PM

Join date: May 22nd, 2009
Location: Fenton, MI
Posts: 255
Monster and PC images used with permission from Hugo Solis. Check out his gallery at butterfrog.deviantart.com

Icons are the meat of TTopRPG. They are what represents all the PCs and monsters on the map, and so are key to conducting combats or facilitating movement around the maps.

There are many options available for icons. This article will discuss them in detail.

Most icon options are GM only. The only operations players can perform are on PC icons. They can only move them (drag or path plot), rename them and change their graphics, associate a macro tab with an icon and hit T to auto-select it, and use the Find function on visible icons.

  • Icon Types
  • Icon Graphics
  • Place (menu)/Modify (Enter, double-click)
  • Selecting Icons (mouse, right-click, ctrl group)
  • Moving Icons
  • Copy/Paste (ctrl-C, ctrl-V)
  • Quote (Q key)
  • Remove (Delete key)
  • Toggle Visibility (V key)
  • Heal (H key)
  • Damage (D key)
  • Find Icon (F key)
  • Select Macro Tab (T key)
  • Tag Arrows (Marked, Cursed, Quarry)
  • Export Icon


  • For a description of additional icon options used specifically for combat (Effects, Conditions, Combat Status, etc.), see the Combat discussion.

    Icon Types

    Only GMs can place icons.

    Icons come in three types: Monster icons, PC icons, and Features.

    Monster Icons can only be moved and modified by the GM. Players can highlight them to view their name and hit point status only. Players cannot view Effects, Condition names or remaining hit points on a monster icon, although Condition symbols (red square, diamond, circle, etc.) and the hit point status (Unscathed, Hurt, etc.) will be visible.

    PC Icons can be moved by any player, including the GM. All players can highlight a PC icon and view its conditions, effects, and AC and Speed information. The GM can modify all of a PC icon's information. A player can only modify a PC icon's name or graphic. The only graphics available for a player to select for a PC icon are those that the GM has set as Common PC Portraits. Any player can move any PC icon - they are not assigned directly to players. This is unlike macro lists, which are player specific (whenever a GM gives a macro list to a player, any other player that had the list loses it). When an icon is a PC icon, its portrait is always visible at the lower right of the map display with current hit points listed. This portrait remains even if the GM makes the PC icon invisible. PC Icons will always appear above all other icons (but not above lighting, spell effects or fog of war).

    PC Icons automatically transfer to a new map with it is loaded (they will appear at the upper left corner of the map, invisible), and their positions are preserved on previously loaded maps, so there is no need to worry about copying them to other maps.

    Features are special icons that are meant to serve as map dressing. Unlike other icons, they exist under the grid. They cannot be highlighted by players in any way. Features can be locked into place so that the GM does not accidentally move them. Locked features will not automatically move when a Plotted Path is plotted from them using the P key and the space bar is hit. PNG files are best used as feature icons to support irregular shapes. One of my favorite uses for feature icons is to use them as floor plans for the insides of buildings when the players step inside (the primary map graphic shows the roof, so the floor plan sits invisibly on top). A quick hit of the V key reveals the floor plan. Another use is to place a black pudding represented by a pool of dark fluid as a feature icon so that the players don't suspect anything, then change it into a monster icon when it attacks. You can resize feature icons the same as other icons with the Size blank of the icon form, but if you need to place a rotatable object, you will need Map Builder for that purpose.

    The large drake is a monster icon. The four heroes are PC icons (their portraits are also visible). One of the flames is a monster icon, the other is a feature.


    GMs and players can associate macro lists with an icon by right clicking the macro tab and selecting Associate with Icon. This allows the icon to be highlighted and the T key pressed to select the corresponding macro list. Usually, players running only one PC do not need this, since each player will always have the same macro list selected.



    Icon Graphics

    If you don't select a graphic for an icon (or the graphic file is missing), it will display as a white block. Icons will also display as white blocks on player machines that have not yet received the icon's graphic file (the GM machine will send this data automatically).

    Icon graphics can be .jpg, .bmp, .png or .gif files. JPG files are recommended, since they take up less space. An icon graphic's recommended size is from 100x100 to 400x400, with 150x150 to 200x200 being more typical. 128x128 and 256x256 are perfectly fine. If a graphic is not perfectly square, TTopRPG will backfill the icon square with white. If an icon is a feature, this backfill does not occur. PNGs are usually used for feature icons, since they are meant to seemlessly blend with the map itself.

    When you add a new icon graphic to your TTopRPG library, you can add it as a Common PC Portrait, Common Monster Portrait or a Campaign Only Portrait. The only way to add a graphic as a Common PC Portrait is from the main TTopRPG menu (File->New->Common PC Portrait). Common Monster and Campaign Only graphics can be added from the Place Icon or Modify Icon form (see below). Common portraits are selectable in any campaign. Common PC portraits are available for players to select for their PC icons. Campaign Only portraits are only selectable in the current campaign. If you want to change around how icon graphics are available, replace their graphics or rename them, use the Resources->Portrait Manager menu option.



    After an icon graphic is added, it is available via a list of names that you provided when you added the graphic. Note that this works well for a medium-sized list of graphics, but may not work well when you build up a library of hundreds of them. Eventually, I may add folder names to these selection menus to allow greater organization.

    In the list, "(c)" means the graphic is a Common PC portrait, "(m)" is a Common Monster, and the plain names at the bottom are Campaign Only graphics.

    Icon graphics are generally stored in a folder with text-based index file to associate the common name with the graphic file. Common graphics (PC and monster) are stored in the portraits folder. Campaign Only graphics are stored in the monsters folder of the specific campaign.

    Icon graphic addition occurs one graphic at a time. You cannot import groups of graphics (yet). Copying over graphic files from another source into the folder isn't enough, since their entries have to be in the index.txt file to be accessible in the program. Importing groups of graphics may be a future enhancement.

    Place (menu selection)/Modify Icon (Enter key, double click)

    Only GMs can Place icons and have access to all of their data when Modifying icons.

    The Place Icon form (notice the graphic names in the list)


    Players can only Modify the name and graphic for PC icons. The only graphics available are those that the GM has set up as Common PC portraits.

    TTopRPG allows you to modify multiple icons that you have selected using ctrl-select. A special form appears with checkboxes next to each data blank. When you change any value, the checkbox next to the blank will check itself. When you apply the changes, any blanks with checks next to them will apply that change to all of the icons. To prevent a specific change from applying to any icons, uncheck the box before you click OK.



    Note that in the icon form, you can set the damage and non-lethal damage that an icon has taken. You can record damage this way, but it is better to use the Heal and Damage functions (see below), since those will report the events to the players as well as properly heal non-lethal damage and expend temporary hit points.

    The Place Icon form has a list on the right side that allows you to quickly populate the form's data blanks with an exported icon's data (see Export Icon below).

    SPECIAL NOTE: If you set Hit Points to zero, the caption for the icon becomes a simple, neutral name. This is used to express that an icon is merely an object, or a non-combatant NPC.

    Selecting an icon (mouse, right click)

    To perform operations on an icon, you either right-click it and select an option from the menu, or just mouse over it and use a hotkey.

    When players mouse over a monster icon, it will appear with a yellow boundary, telling them they cannot move it.

    You can select multiple icons by ctrl-dragging a rectangle over them. Selected icons will show with a thick indicator around each of them. You can ctrl-click on an icon to add or remove it from this group. Be careful multi-selecting icons when they all lie on top of a large feature icon (such as a floor plan), because you will select the feature icon as well. Ctrl-click the large feature icon to de-select it afterwards.

    Only GMs can ctrl-select groups of icons.



    If you drag a multi-selected icon, all selected icons will move together except locked feature icons, and the drag path will originate from the icon you moved. However, if you Plot a Path from a multi-selected icon and hit the space bar, only that icon moves (see Moving Icons below).

    Note that in the right click menu, if you have multiple icons selected, some options will be surrounded by brackets ([]). If so, that menu option will apply to all selected icons. The corresponding hotkeys will also work (for example, the V key can be used to toggle the visibility on a group of multi-selected icons).

    Icons will show their AC and Speed values in tooltip text when the mouse is hovered over them. This information does not show for players hovering over monster icons.

    SPECIAL NOTE: If you are moused over a portrait or initiative order icon, you can perform the same right-click or hotkey operations as when you have the corresponding icon selected. In addition, if you mouse down as if to move it, the corresponding icon will move. So be careful not to try to reposition the map by mousing down on a portrait or initiative icon.

    Moving Icons

    GMs can move all icons. Players can only move PC icons (all players can move all PC icons).

    To move an icon, you can simply grab and drag it. Dragged icons will leave a path behind them showing how far the icon is from its last position. This path disappears after 4 seconds, or when the icon is dragged again. Dragged paths will not appear for players if the icon is invisible, allowing the GM to move invisible icons around without alerting players.

    Another way to move icons is using the Plot tool (Right click, or P key). Only one Plot Path is available at a time, to reduce clutter since it lasts indefinitely. Hit P on the icon, click out a path (hold SHIFT for difficult terrain) and hit the space bar when you are done. The icon will automatically move to the end of the path. Note that paths for invisible icons will not show for players. This allows the GM to plot paths for invisible icons without alerting players. NOTE: If you want to plot an icon's path into a hidden area without allowing the players to highlight the icon and see where it went, then plot the path while the icon is visible, right-click and end the plot without moving the icon, make the icon invisible (Toggle Visibility, see below) and drag it to the end of the path.

    Icon dragging is usually used outside of combat. Plot path is usually used in combat to allow the GM to inspect for AoO's or triggering traps.

    Copy/Paste (ctrl-C, ctrl-P)

    Only GMs can Copy/Paste icons.

    You can Copy an icon or groups of icons with ctrl-C.

    You can Paste copied icons with ctrl-P.

    TTopRPG allows you to Copy icons on one map, load or create another map, then Paste the icons on to the other map. However, you cannot copy icons from one campaign and paste them on to another, since the graphic resource folders from one campaign to another are different.

    You do not need to copy and paste PC icons from one map to another, since TTopRPG will automatically transfer PC icons to the next loaded map (on a new map, they are usually planted at the upper left corner of the map and invisible - on a previously loaded map, their position is preserved).

    Quote (Q key)

    Quote is a way to quickly build a chat message that makes it appear as if the icon is speaking. The Quote form supports the use of /me and /em for emotes. You can also change the name that will display if you desire.

    If you hit Q when you aren't highlighting an icon, you can still build a special quote, but you'll need to fill in the name as well (maybe I should make TTop remember the last name used...)



    The other ways to simulate monster speech are to use the alias chat commands ('/a name message', '/ame name message') and speak in character with the correct macro tab highlighted.

    Remove Icon (Delete key)

    This removes the icon from the map.

    You can remove several icons at a time by ctrl-selecting a group and removing a selected one.

    If combat is taking place and the removed icon was the current combatant, the turn will be forcibly advanced.

    Toggle Visibility (V key)

    This is a function I use VERY often.

    When an icon is invisible, the GM will see a blue cross inside the icon. Players never see invisible icons, but if the icon has an active light source attached, the players will see the light source.



    Keeping icons invisible is the best way to hide them from the players. Placing them in darkness or inside the occlusions (fog of war) will not entirely hide them, since the players can still mouse over the hidden areas and highlight the icons.

    When monster icons are invisible, they will not appear to players in any way (not on the map, nor in the initiative order list during combat).

    When PC icons are invisible, players will still be able to see the portrait at the lower right of the screen, but they will be unable to use the Find function. If in combat, the PC icon will appear to the players with a blue cross in the initiative order list.

    If the GM wishes to take permanent control of a PC, it would probably be best to change the PC icon into a monster icon so that they won't have access to the PC portait information, in the event you want to hide the icon from the players.

    Plotted paths and drag paths on invisible icons will not appear to the players, but still appears to the GM as translucent.

    Heal (H key)

    Heal is a fast form that allows you to type a number that heals an icon. Icons won't heal more damage than they have taken. The icon's hit point status (seen when the icon is highlighted) will change depending on how much damage remains.



    This function automatically heals non-lethal damage as well as normal damage, per the 3.5 ruleset. Hit the space bar to only heal non-lethal damage. This is useful for healing regenerating creatures that heal non-lethal damage every round.

    Using this function reports the results to the players, listing both normal damage and non-lethal damage healed (if any).

    You cannot heal groups of selected icons yet.

    Damage (D key)

    Damage is another fast form that allows you to type a number that damages an icon. An icon can be damaged as much as you desire. The icon's hit point status (seen when the icon is highlighted) will change depending on how much damage is taken.



    Hit the space bar to cause only non-lethal damage.

    This function will automatically expend temporary hit points from the icon.

    Using this function reports the results to the players, including loss of temporary hit points.

    You cannot damage groups of selected icons yet (which I know would be convenient, if, say, a large group of minions is struck with a fireball).

    Find Icon (F key)

    Sometimes, an icon is difficult to find because there are a lot of them on the screen. If a PC portrait on the lower right or an initiative order icon is highlighted and the F key hit, the map will center on the location of that icon.

    Players cannot do this for invisible PC icons.

    Select Macro Tab (T key)

    If you have an icon associated with a macro tab, hitting T on the icon will select that tab in the macro list, revealing that icon's macros.

    For a GM, the macro tab mode (Character, Monster) also switches to the icon type.

    Tag Arrows (Marked, Cursed, Quarry)

    Tag arrows can be used for a variety of purposes, but I primarily added them for 4e support.

    To tag an icon as Marked, right click the icon(s), select Tag Arrows->Marked By, then select the icon that marked it. An orange arrow points from the marked icon(s) to the icon that marked it. An icon can only be marked by one other icon at a time. If the same icon is marked by a different icon, the arrow is replaced. Mutiple icons can be marked by the same icon.

    To tag an icon as Cursed, right click the icon(s), select Tag Arrows->Cursed By, then select the icon that cursed it. A red arrow points from the cursing icon to the cursed icon(s). Only one curse is allowed on an icon at a time. If another icon curses the same one, the arrow is replaced. Multiple icons can be cursed by the same icon.

    You can right click marked and cursed icon(s) and select Tag Arrows->Clear Marking or Clear Curse to get rid of the Marked and Cursed tag arrows.

    Quarry works a little differently. Instead of right-clicking the icon to be quarried, right-click the icon doing the quarrying. Select Tag Arrow->Quarry, then select the icon that is the quarry. A green arrow points from the quarrying icon to the quarried icon. An icon can currently only quarry one target at a time. If a new target is quarried, the arrow is replaced. Multiple icons are allowed to quarry the same target.

    Marked, Cursed, and Quarry tag arrows


    Currently, TTopRPG does not support a single icon quarrying many targets. There are, however, feats in 4e that allow an icon to quarry multiple targets. I have yet to add this support.

    To clear a quarry, right-click the quarrying icon and select Tag Arrows->Clear Quarry.

    Export Icon

    This function saves the icon's data in the monsters\icons folder of the campaign. The next time you Place a new icon, all exported icons will be available on the right side of the Place Icon form in a list. Click on an icon name in the list and most of the data blanks in the form will take on the values from the exported icon. This is a convenient way of quickly placing common monsters on the map.



    You can manually copy exported icon files from one campaign to another if you like, but the other campaign will need to have access to the monster's graphic (this isn't a problem if the monster graphic is Common).

    There is currently no automatic way for TTopRPG to transfer, modify or remove exported icons from the monsters\icons folder, although you can overwrite them by exporting an icon with a similiar name.
    Pygon
    July 3rd, 2009 5:27 PM

    Join date: May 22nd, 2009
    Location: Fenton, MI
    Posts: 255
    deyvisson, is there any chance you could edit your post please, and reduce it to a smaller size?
    admin
    July 3rd, 2009 7:43 PM

    Join date: May 22nd, 2009
    Location: Fenton, MI
    Posts: 17
    sorry deyvisson, I had to suppress your post.
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