((This can be considered a beta, Feedback welcome))
List of Slash commands:
/rc or /rollcraft - Slash command to open menu
/rc config -open config menu
/rc sheet <sheetname> - is the command to change sheets
/rc lock --locks/unlocks skill bar
/rc reset -moves skill bar to center of screen
/rc hidebar --hide/unhide skill bar, may also alt-right click LDB/Minimap icon
/rcoll - slash command to roll a skill or custom emote in combat, format of /rcoll <skill>, IE "/rcoll Strike" (skills are case sensitive), /rcoll <skill> <emote>
ie /rcoll Strike Test for a custom emote to be used with a preset skill and /rcoll <emote, IE /rcoll Test to use a defualt custom emote.
/taskroll or /trll - performs a task roll on a non attack move or emote, guages a players hit on their sheet for success chance, IE: /trll Attempts to cannon ball into the moon well
would result in you emoting you attempting to cannonball into a moonwell and weather or not you succeeded. IF you target someone with Rollcraft this result should display to them or to party if the option is enabled.
ABOUT
In RP there are things called Freeform or emote fight/duels, but there is one evident problem in those fights:
Bob attacks Rob.
ROB DODGES FOR INFINITY THEN KILLS BOB AND HE DIES AND THERES NOTHING HE CAN DO ABOUT IT
It's an exaggeration but you get the picture. How can this be solved? Enter: Rollcraft (beta)!
What is it?
Rollcraft is a tool to add combat rolls to free form RP combat by use of custom skills and rolled emotes. It removes the "he said / she said" aspect of freeform RP combat and imposes a very simple set of rules with randomization to the scenario, allowing players to fight without the ambiguity of a purely freeform duel.
Each person with the mod creates "character sheets" with a very simple set of statistics. When two people begin a bit of RP combat, they can use the mod to compare stats and automatically /roll for custom attacks.
How to get started:
Ingame type /rc, /rollcraft or Left Click the LDB launcher or minimap icon.
Click the character setup button, then type in the name you want, Click fill in boxes for a random set of stats or enter them yourself. Then click okay. Later you may come back here ot make a new sheet, load and edit a current sheet(by entering it name and clicking the fill button) or delete a sheet entirely.
Note if you have multple sheets right click on the LDB/Minimap icon or type /rc sheet <sheet name> to swap.
Now you click the Click ability editor button, your first step here is to select your sheet from the sheet drop down box. If you have skills for this sheet previously, click get skills to load up your skills into the second drop down, select it then click edit.
For now click add, fill in the boxes as you deem approite then click okay, click okay again on your inital screen to finish!
If you selected 'display on action bar' check on the skill editor, you should hopefully see the skills icon in the middle of your screen.
To move this type /rc lock to lock and unlock it
/rc config to set its scale and other options.
to hide it alt-right click the LDB/minimap icon
when you click the button it will use the skill.
On that note, to initate combat with someone with the mod, simply target them and use a skill. If you loose your target (by say clicking on the ground), you should still be able to use a skill on them until you target something/one else.
Whats that you say? you don't want to click a button? type /rcoll <skill>
plese note skill names are CASE-SENSITIVE!
you may also type /rcoll <skill> <emote> to add a custom emote then its default. Be careful however, as your fail/success emotes will not change, so try to keep things making sense.
Heck use /rcoll <emote> to do a custom emote entirely using the roll system. Note however, you will not have a success/fail emote attached to it just a roll.
Thats it. have fun!
There is now support for semi custom emote strings, like adding TARGET to and emote adding LIMB MOVE DIR will replace with a random limb (left arm, right arm, etc) a random movement (forward,backward etc), a random direction (north, south, etc) into the emote. example /rcoll Strike slices at TARGET 's LIMB may emote as Fethas slices at Tharion 's left arm
these will work for most of the /rcoll emots and can be used in the success and fail emotes. TAGET however is note accepted in those emotes and none of this works in /taskroll. You may open up roll.lua and edit the list of randoms as you see fit, i put it near the top, it also supports Custom ( CUS in the emotes) but you need to uncomment its parts in RCtextreplace function to work properly.
to-do:
--Damage checks
--Mount checks
--improvements to roll system...maybe
Other questions.
Q)What the heck is this GHM thing?
A)GHM is a frame framework made by Pilus author of the gryphonheart RP addons and used with permission. Please vist www.pilus.info and give him your support!
Q)I have a lib databroker display mod, but its crowded.
A)See if your display mod has an option to turn display on and off, turn off rollcrafts, the minimap button employs LibDBIcon so it should work on its own.
Q)Did you come up with the rolling system?
A)I helped but the brunt of it goes to Tharion Greyseer, Friend, Guildleader and pwner of demons.
Q)*looks at code, Explode*
A)I am a programmer (Ametuer at best) but LUA is still new to me..thus i am a Newb.
Q)Can i help you?
A)I will take suggestion of code and donations of the button.
Q)LAWWL!!!!11 this mod sucks!!!1111111111111qq!!!!!
A)Don't use it.
Q)Who the heck is Fethas?
A)Fethas/Aurorablade wrote this addon.
Change Log - RollCraft
.12b
--Roll system tweak.
--Can now roll against in game NPCs
.11b
--Bug Fixes, Hopefully.
.10b
-There is now support for semi custom emote strings, like adding TARGET to and emote adding LIMB MOVE DIR will replace with a random limb (left arm, right arm, etc) a random movement (forward,backward etc), a random direction (north, south, etc) into the emote. example /rcoll Strike slices at TARGET 's LIMB may emote as Fethas slices at Tharion 's left arm
these will work for most of the /rcoll emots and can be used in the success and fail emotes. TAGET however is note accepted in those emotes and none of this works in /taskroll. You may open up roll.lua and edit the list of randoms as you see fit, i put it near the top, it also supports Custom ( CUS in the emotes) but you need to uncomment its parts in RCtextreplace function to work properly.
.09b-1
-GHM locales update
-no version bump.
.09b
--UpdateCS(sheet) can now be used to change sheets from a macro or script format is UpdateCS(sheet) or example UpdateCS("Fethas") sheet name must be in quotes
--rcollhandler(emote) can now be used in a script or macro to perform skill rolls, rcollhandler(input) is the format example rcollhandler("Strike"), can be used with custom emotes by substituteing the emote for a skill, can also handle Skill and custom emote by rcollhandler("Strike test") as long as there is a space between the skill you wish to use and the emote (and remeber skills ARE cast sensative
--implemented /taskroll and /trll for non-attack or non directed attack rolls, Inspired by a mush i am currently playing.
.08b
--Added hopefully working German locales thanks to Laurna/Jak
--fixed various errors i did not realize were there.
.07b
--Fixed error when making/editing skills, My bad.
.06b
--toc bump for 3.2
.06b
--Rollcraft has been buffed, With a buff system
--You can locate the buff menu by editng a existing skill
--Only one buff may be attached to a skill at a time
--Only one buff or debuff can be active on you or other person at a time
--GHI compatiblie buffs: If you have GryphonHeart Items you will see the buffs
--GHI Buffs: If you right click the buff off yourself (for helpful ones) the timer will still continue, consider it a cooldown period.(Also i have no way to combat this)
--buffs do not apply to /rcoll attacks unless its a /rcoll <skill> with a buff on it
--buffs affect stat values up to a maximum of 10, if you wish to DECREASE a stat value (IE harmful buffs) add a negative onto it (IE -4)
--buff have a chance to proc regardless of hit or miss (cuase it was eaiser for me to code out), but will not proc if a previous buff/debuff is on a person
--Various Tweaks
--You may now use TARGET in the skill emotes for success/fail/hit to replace it with your current target. This will also work for /rcoll attacks.
--There are hopefully no quirks i missed.
.05b
Fixed issue with skills being over written when editing existing sheet.
.04b
Minimap Button now hidable.
Removed random attack check from options until i actually impliment it and replaced with minimap check.
.03b
fixed evaluation error
.02b
Fixed error that could occur when selecting a currently active sheet.
Small Locale changes.
Hey there Aurorblade. "Laruna" here from the pilus board
Congratulations for finishing this Addon with this superb idea.
I talked about something similar to players on my realm to, cause
it's a very good method prevent PowerRP but on the other hand allow
powerfull RP.
Another thing, I could not resist and translated it to german
Where to send when tested?
This one definitely has its uses, and I may try it out.
Usually when I fight, I do it against monsters, so there's always a "DM" who has the final word (usually myself or my associate in the Auberdine community).
This addon is not perfect, it's probably best suited for "RP encounters" against other people which you don't necessarily know.
I'll have a go at it and see what happens. Could be fun.
I am doing it both ways, i was messing with some prototyping for the other night. Its gonna be tricky to do and may leave with one buff/debuff active at a time for the sake of my sanity, it also may be more fair.
But i hope people are enjoying this as is, I do realize for it to be successful you need both players to have it but as i intended this to be a tool for those tricky situations it most likely is okay. Though i should say WE intended as it was the brainchild of a IM ramble session with me and Tharion.
Originally posted by Aurorablade [...] but again with buffs i would need to do it two ways, with and without support from the gryphonheart items addon. Might take me a bit to wrap my head around.
A friend just introduced me to Gryphonheart Items the other day, nice add-on. I would say go for the compatibility aspect and support it. If you're going to support buffs, might as well go with the flow. It keeps your add-on simpler with only one method as well, in theory.
Originally posted by SkunkWerks Hardcoded limits are good. I guess my point is that I can't imagine there's much to stop people from just setting EVERY statistic to it's limit regardless of whether or not it has "reason" to be there.
And sure, that still leaves the RNG system to make determination of success or failure against precisely equal chances, but it also results in a further element discouraging people from being diverse and honest with their generation of statistics.
In effect, those who try to be realistic with their stat choices will be horribly outclassed by less scrupulous individuals...
...or I could be reading this entirely wrong.
hmmm good point, We had tried to take that into consideration. It may need a ruleset tweek, Whitch will have to wait for Tharion to shake IRL aggro, Whitch will invovle us finding him a new job and burning down his current work place.
Originally posted by Aurorablade At the moment there should be a hardcoded limit on it...
Hardcoded limits are good. I guess my point is that I can't imagine there's much to stop people from just setting EVERY statistic to it's limit regardless of whether or not it has "reason" to be there.
And sure, that still leaves the RNG system to make determination of success or failure against precisely equal chances, but it also results in a further element discouraging people from being diverse and honest with their generation of statistics.
In effect, those who try to be realistic with their stat choices will be horribly outclassed by less scrupulous individuals...
Originally posted by SkunkWerks
My only questions really regard who approves of a character's stats/abilities on a sheet. If it's a system, there has to be some sort of guidelines for who can put what down on a character sheet- and some way to enforce them.
At the moment there should be a hardcoded limit on it, no you cannot go over 9000
The rule set is rough and simple.hopefully can be expanded and tweeked later. thought no definite ETA on that.
Originally posted by Gruffness I would also like to suggest special abilities.
These could range from limited use abilities, time-wise to conditional or situational abilities.
For example, my one priest suffers (if that can be said) from split personality disorder. He believes he works for a legitimate shipping company that gets into a lot of trouble (RP fights) protecting their cargo when in reality, they're a band of pirates. What I'd like to do is allow for a semi-god-like ability to be available for a special occaision, such as the initial change-over or for when the evil side comes out. This could be anything from a one time perfect attack or a one time perfect resist ability. This would mean that it would be better to deal with him in his normal state. Although chances are he would never fight in his normal state, although he could defend.
Bleh...this can get very complicated very quickly. It's probably best to keep things simple. If we're able to make god-like attacks/defense and specify them as a one-time use or the situation in which we use them, that should do about the same thing. My idea is simply to distinguish them from normal attacks or defense abilities.
yeah i am still a newb in my own right, I had thought of buffs but that might take a bit if i do them.
Also you can create more then one sheet, both with the same or diffrent stats as you can input the stats either with the random button (up to four clicks) or manually. each sheet can also have its own set of abilitys.
So you can make a sheet for each persona!
if you need to do a fast sheet change i can suggest a macro of /rc sheet <sheet name>
but again with buffs i would need to do it two ways, with and without support from the gryphonheart items addon. Might take me a bit to wrap my head around.
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