| Awesome, man! You are like the Role-player's genie. I had another idea about the macro system. When it asks for a variable number when you use a macro, there's an "okay" and a "cancel" button. No matter which one you press, it still goes ahead and rolls the macro and sets the value to a base of "0" if you do not enter a number. I have macro mishaps in this way every session, and it would be a lot easier if a player could just click cancel to not use the macro at all, rather than rolling with a default of 0, and having to remove or edit the variable before rolling again. The same is for the "X" on the macro variable pop-up window. No matter what you press, it goes ahead with the macro roll whether you like it or not, then you have to fix everything and start over. |
| Had another idea for a fairly simple addition. How does a button to erase all Macro Variables sound? There are some times when loading a creature template to make a new one involves a LOT of slow Variable changes. It would be nice to be able to wipe the slate clean and just add them in as they are requested. Naturally, the typical "Are you SURE!?" window is a must. Macro Variables are my favorite thing. Anything that can be done to streamline their use would automatically make me and my crew happy. |
| Very well, indeed, thank you for asking! We're entering the last stages of the plot, and so far, we have had absolutely no bugs except for that minor 0 HP bug. |
| Thank you for that minor update about the 0 HP creatures! In Tales of Mossflower, death is at 0 HP, so this bug hit us a lot. ^_^ |
| I think that having a lot of freedoms for the players available is always a good thing, but only if they are in the options list to be checked on or off. It is similar to how the players may move freely, but you can lock their movement when so desired. These sort of freedoms would be very helpful, provided they can be restricted. |
| Thanks, man. You're definitely epic-level. |
| Well, barring that, one helpful addition (at least for me and my crew) would be a button that removes all of the markers set by the player/GM who presses the button. Perhaps even a GM button that removes all markers entirely. |
| Hmm...that's too bad. It would be very helpful. |
| I could manage that easily, as I usually do this on the LAN, anyway. I presume I would have to copy all of the portraits, icon .txt files, the index .txt under 'monsters'? It wouldn't even be a problem for me to just copy the whole campaign folder from one computer to the next. I never have to add new exported icons, because I have all the ones I need ahead of time. |
| I can live without the icon placement...but the healing/damage thing at the very least would be inestimably helpful. If the other machines had the same exported icons, would they function fine with icon placement? |
| Healing, damage, setting icons visible/invisible, being able to move other icons, and place/modify new icons from the export list is exactly what I would like. With just those, I could manage perfectly. Map editing and other equivalents wouldn't be too necessary, especially considering the complications. |
| The title basically says it all. Is it possible to have multiple GMs for a single game? It would be *indescribably* helpful for some of my more complex games and combats. |
| Having created my own RPG over the course of six years, I was not sure if TTopRPG would handle the great differences from D&D to my own game. However, this program proved to be not only "adequate" but perfect. The versatility of TTopRPG is uncontested. The only method that can compare in versatility would be pencils, dice, and paper. |
Thanks. That works perfectly now. ![]() On a side note: is there a maximum number of maps allowed in a single campaign? |
| Just my side. It happens when other computers host it, too. And only this campaign. Sent. |
| Any reasons why TTopRPG crashes immediately upon having a player join when I host a particular campaign? After all the work on it, this is very annoying. : P |
| Everything just continues to get better! My buddies and I were discussing, and we concluded that with the new variable system, it would be possible to have every action pre-coded. For that reason, a new feature that allows you to save and load individual macros would be very viable. For example, you take a skill used in Tales of Mossflower: /me uses Foolhardy Assault! [d10+[!CS]+[!URM]] [d10+[!DMG]+[!URM]] This skill will have the same function for everyone now, because of the variables. If it were possible for this macro to be saved as a "global" macro in a folder, and then loaded into a character's macro tab, it would be much easier for all characters. (Especially 2.0 and 3.5 spellcasters.) Just a new idea from a crew of fans. ~ Lord Tanthos |
| Wow, these latest updates have been great for us! I have to throw out huge thanks most specifically for the variable macro option. That alone speeds along the dull technicalities our Tales of Mossflower games at a noticeable rate. Keep up the awesome work here. You're doing all of this on your own time, (I assume) by yourself, and that's great! I think that I represent many when I say "thank you." |
| Hey, I just wanted to say thanks very much for building this marvelous program! My eight RP-gamer buddies and I have been playing Tales of Mossflower on this system, which is versatile enough to actually run the game perfectly. Keep perfecting the system, we especially liked the fact that it was so easy to use online with automatic file transfers. One suggestion I would like to give is to make a checkbox that allows the GM's rolls to be visible. When we do combats, especially, it would be easier for everyone to see the GM's rolls so that hit/miss or success/failure can be more quickly determined by the players, as well as allowing the PCs to see the stats of the creatures to determine their strategy and tactics. Just my personal opinion. Thanks! |