Mattekure 5e Framework

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John Waite

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Jan 26, 2017, 9:27:43 PM1/26/17
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Here is my 5e framework.  It is based off of one I found on the maptool forums and heavily modified.  I've also found several very useful dropins that I've incorporated as well.  I've been tweaking things for well over a year now and wanted to make it available for everyone.  Please forgive the bugs, I dont code for a living.
Version 1.0.3 is compatible with Mote 1.7.8

Monsters: https://mattekure.com/dnd/MK5e/5eMonsters.zip
Libs Update only download: https://mattekure.com/dnd/MK5e/Mattekure-Libs.zip

This framework is not intended to do everything.  It automates some things, but it does not fully implement all features of all classes. For example, it automates the attack roll, but does not automatically determine if it hits or changes HP.   Players should receive campaign macros.

Features

Character/NPC statsheet - Launch the statsheet by using the "Launch Statblock" macro.  All of the monsters in the monster pack have a statblock which covers relevant details of running them in game. The statblocks are simple HTML stored in the GM Notes section of each PC/NPC token. The statblock will automatically switch to whatever token is selected if user is GM.  It will only show player the statblock if they own the token.

Weapon creation macro - the macro can be used to make most mundane and magical weapons.  
Weapon targeting - The weapon macro will create an input box asking for the target.  Melee weapons will find all visible targets within reach, Ranged weapons will find all targets within Maximum Range.  tokens between the Normal Range and Maximum range are marked - long

Ability check system for Saving Throws and Skill Checks.  Includes proficiency and expertise bonuses.

Wild magic surge - I have included 2 tables for wild magic effects. One table is for the standard entries in the PHB.  I have also included a greatly expanded table consisting of 10,000 crazy entries. (there are truly some wacky ones in there, use at your own risk)  You can choose which one you want to use by changing the Wild Magic Surge macro on the campaign macros.

Spell Library - all spells in the PHB are implemented.  Spell macros can be copied over from the spellbook token.  Concentration spells are tracked and concentration may be lost if damage is taken or if another spell is cast.

Inventory System - a full money and inventory system.  Originally taken from Plo's inventory manager and heavily tweaked.  Now includes all 5e mundane items.  Item weights are calculated, including coinage. Items can be placed into container items.  Items can be marked so their weight doesnt count to the total (for example, if it is inside a bag of holding).  Items can be given to other players.  
 - coin Conversion: Allows you to easily convert coins from one denomination to another.
 - Looting: Objects such as chests can be marked Lootable using the "Make lootable Object" macro.  NPC's who die are also marked lootable.  The Loot macro checks nearby for lootable objects (that have the lootable state set) and takes their coins and inventory.  If you give an NPC any kinds of items, when they die, they will be lootable.
 - Potion Tracking: all of the potions from the DMG are included and implemented so that drinking them will display the effects.
 - ammunition tracking: The "Shoot Arrow" macro code can be added to any ranged attack that uses ammo by copy/pasting it at the beginning.  This will decrement the appropriate item from the inventory.
 -inventory database modification:  using the Modify Inventory Database macro, you can add/remove items from the inventory database.
 

Linsay's generic tools - imported and modified.  The teleport pad can be used to summon players.  I modified it so that you can change where characters appear relative to the teleport pad when they arrive.  Each teleport pad has 2 properties, relX and relY which can be set as an expression to determine where the summoned players appear.

Disguise - Lib imported from aliasmask disguise library.  

Pretty frames - can be used to make Frames look much nicer.  Most visible on the character and statblock frames

Creating new PC's - Add image to token layer and select "Setup New PC Token" on the campaign window.  Select the new PC token and use the "Edit Stats" macro to set up the tokens stats.  Use the new weapon button to add weapon attack macros.  If the token is a spellcaster, you can open both the impersonate and selection windows, impersonate the spellbook, then select your token and copy spells over from the impersonated window to the selection window.  Add any statblock HTML to the GM Notes on the token.  Use the Long Rest macro.

Creating new NPC's - Use the premade ones, or drop image onto Token layer.  Use the "Setup New NPC Token" macro to initialize it.  On the token, use the edit stats macro. Then use the initialize NPC macro to roll for HP.  For NPC's rather than putting in a specific HP, you put in the hit dice string.  The "Init and Roll NPC HP" macro evaluates that string and calculates the HP.  This makes it easy for each NPC to have a random number of HP.

Updating the framework - Download the following libs and replace them in the campaign file on the hidden layer with the same name as the original.  Save the campaign and reload it.  that should fully update your campaign file.
5/22/2017 - 1.0.7 -  Added ability to reroll everyones initiative each round.  To enable, change the lib property "RANDOM_INITIATIVE" from 0 to 1 on Lib:MK
3/14/2017 - 1.0.6 - various small fixes, fixed teleportation in LGMUtil...again
3/8/2017 - 1.0.5 Fixed all functions of Lib:LGMUtil.  teleport pads, whisper, move to map, and handouts access all tested.
3/8/2017 - 1.0.4  Updated targeting macros to account for distance, visibility, and to exclude things marked "Dead".  Also added sorting of ranged targets by distance.
2/16/2017 - 1.0.3 Properly separated out saving throws from ability checks.  added tooltip to saving throws and ability checks showing all relevant calculations.  Updated all monsters adding in the new saving throw button.
2/14/2017 - 1.0.2 - bug fix for teleportation portals.
2/1/2017 - 1.0.1 - bug fixed on expend hit dice.

Arsil PS

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Jan 27, 2017, 3:47:50 AM1/27/17
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Thanks for sharing.

I did take a peek at it (not this same version) when you uploaded it some time ago to solve a saving issue (IIRC),
I could clearly see the inspiration but also the tweaks and new things you made.
It ran a bit slowly (even after removing the map with all monsters), especially the targeting system (but probably
because the monsters map had too many tokens), but I guess I have my low end computer to blame for that.
I liked the magic system (does it have all spells?).
Can I suggest to add (if you didn't yet) half proficiency for checks? For Bards and Champion Fighters (maybe others?).

I'll check later this new version.

My framework is a mess (built without a clear design in mind and adding new features as they came to mind),
most thinks still don't rely on macros but I've implemented some nice automations:
- give quaggoths and other monsters adv on atk rolls and extra dmg on hit when their hp is below threshold
- suggestion to use disadvantage in checks if exhaustion
- group checks
- on a new turn, reset dodge/reactionUsed states
- a macro to calculate Xp gained, xp threshold for deadly encounters
- relentless rage counter
- some spell macros automatically add an aura (spirit guardians) or a state (shield of faith, that also changes the AC)
- temp hp, hp drain, hp halving on exhaustion level... don't remember, 5 probably.
- crap like that

One thing I couldn't automatize were effects on other tokens that last until the caster next turn
(can't think of an example now, some cantrips maybe).
Maybe it's possible to do it with some convoluted scripting, but I'm not sure if it is worth the effort,

EDIT: spelling

Idle Ideas Inc.

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Jan 27, 2017, 3:57:43 AM1/27/17
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Very nice, John. Thanks for sharing, and thanks, Arsil, for your input as well.

Since this thread should just be about this framework, I'd like to open a new one on a general topic we've been meaning to start for a while now. I'll link to it, once I make it. Thanks :)


On Friday, January 27, 2017 at 10:27:43 AM UTC+8, John Waite wrote:
Here is my 5e framework.  It is based off of one I found on the maptool forums and heavily modified.  I've also found several very useful dropins that I've incorporated as well.  I've been tweaking things for well over a year now and wanted to make it available for everyone.  Please forgive the bugs, I dont code for a living.

This framework is not intended to do everything.  It automates some things, but it does not fully implement all features of all classes. For example, it automates the attack roll, but does not automatically determine if it hits or changes HP.   Players should receive campaign macros.

Features

Character/NPC statsheet - Launch the statsheet by using the "Launch Statblock" macro.  All of the monsters in the monster pack have a statblock which covers relevant details of running them in game. The statblocks are simple HTML stored in the GM Notes section of each PC/NPC token. The statblock will automatically switch to whatever token is selected if user is GM.  It will only show player the statblock if they own the token.

Weapon creation macro - the macro can be used to make most mundane and magical weapons.  
Weapon targeting - The weapon macro will create an input box asking for the target.  Melee weapons will find all visible targets within reach, Ranged weapons will find all targets within Maximum Range.  tokens between the Normal Range and Maximum range are marked - long

Ability check system for Saving Throws and Skill Checks.  Includes proficiency and expertise bonuses.

Wild magic surge - I have included 2 tables for wild magic effects. One table is for the standard entries in the PHB.  I have also included a greatly expanded table consisting of 10,000 crazy entries. (there are truly some wacky ones in there, use at your own risk)  You can choose which one you want to use by changing the Wild Magic Surge macro on the campaign macros.

Spell Library - all spells in the PHB are implemented.  Spell macros can be copied over from the spellbook token.  Concentration spells are tracked and concentration may be lost if damage is taken or if another spell is cast.

Inventory System - a full money and inventory system.  Originally taken from Plo's inventory manager and heavily tweaked.  Now includes all 5e mundane items.  Item weights are calculated, including coinage. Items can be placed into container items.  Items can be marked so their weight doesnt count to the total (for example, if it is inside a bag of holding).  Items can be given to other players.  
 - coin Conversion: Allows you to easily convert coins from one denomination to another.
 - Looting: Objects such as chests can be marked Lootable using the "Make lootable Object" macro.  NPC's who die are also marked lootable.  The Loot macro checks nearby for lootable objects (that have the lootable state set) and takes their coins and inventory.  If you give an NPC any kinds of items, when they die, they will be lootable.
 - Potion Tracking: all of the potions from the DMG are included and implemented so that drinking them will display the effects.
 - ammunition tracking: The "Shoot Arrow" macro code can be added to any ranged attack that uses ammo by copy/pasting it at the beginning.  This will decrement the appropriate item from the inventory.
 -inventory database modification:  using the Modify Inventory Database macro, you can add/remove items from the inventory database.
 

Linsay's generic tools - imported and modified.  The teleport pad can be used to summon players.  I modified it so that you can change where characters appear relative to the teleport pad when they arrive.  Each teleport pad has 2 properties, relX and relY which can be set as an expression to determine where the summoned players appear.

Disguise - Lib imported from aliasmask disguise library.  

Pretty frames - can be used to make Frames look much nicer.  Most visible on the character and statblock frames

Creating new PC's - Add image to token layer and select "Setup New PC Token" on the campaign window.  Select the new PC token and use the "Edit Stats" macro to set up the tokens stats.  Use the new weapon button to add weapon attack macros.  If the token is a spellcaster, you can open both the impersonate and selection windows, impersonate the spellbook, then select your token and copy spells over from the impersonated window to the selection window.  Add any statblock HTML to the GM Notes on the token.  Use the Long Rest macro.

Creating new NPC's - Use the premade ones, or drop image onto Token layer.  Use the "Setup New NPC Token" macro to initialize it.  edit its stats as necessary, then high initialize NPC macro.  For NPC's rather than putting in a specific HP, you put in the hit dice string.  The "Init and Roll NPC HP" macro evaluates that string and calculates the HP.  This makes it easy for each NPC to have a random number of HP.

Idle Ideas Inc.

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Jan 27, 2017, 3:58:27 AM1/27/17
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btw, may we link it over at G+?


On Friday, January 27, 2017 at 10:27:43 AM UTC+8, John Waite wrote:
Here is my 5e framework.  It is based off of one I found on the maptool forums and heavily modified.  I've also found several very useful dropins that I've incorporated as well.  I've been tweaking things for well over a year now and wanted to make it available for everyone.  Please forgive the bugs, I dont code for a living.
This framework is not intended to do everything.  It automates some things, but it does not fully implement all features of all classes. For example, it automates the attack roll, but does not automatically determine if it hits or changes HP.   Players should receive campaign macros.

Features

Character/NPC statsheet - Launch the statsheet by using the "Launch Statblock" macro.  All of the monsters in the monster pack have a statblock which covers relevant details of running them in game. The statblocks are simple HTML stored in the GM Notes section of each PC/NPC token. The statblock will automatically switch to whatever token is selected if user is GM.  It will only show player the statblock if they own the token.

Weapon creation macro - the macro can be used to make most mundane and magical weapons.  
Weapon targeting - The weapon macro will create an input box asking for the target.  Melee weapons will find all visible targets within reach, Ranged weapons will find all targets within Maximum Range.  tokens between the Normal Range and Maximum range are marked - long

Ability check system for Saving Throws and Skill Checks.  Includes proficiency and expertise bonuses.

Wild magic surge - I have included 2 tables for wild magic effects. One table is for the standard entries in the PHB.  I have also included a greatly expanded table consisting of 10,000 crazy entries. (there are truly some wacky ones in there, use at your own risk)  You can choose which one you want to use by changing the Wild Magic Surge macro on the campaign macros.

Spell Library - all spells in the PHB are implemented.  Spell macros can be copied over from the spellbook token.  Concentration spells are tracked and concentration may be lost if damage is taken or if another spell is cast.

Inventory System - a full money and inventory system.  Originally taken from Plo's inventory manager and heavily tweaked.  Now includes all 5e mundane items.  Item weights are calculated, including coinage. Items can be placed into container items.  Items can be marked so their weight doesnt count to the total (for example, if it is inside a bag of holding).  Items can be given to other players.  
 - coin Conversion: Allows you to easily convert coins from one denomination to another.
 - Looting: Objects such as chests can be marked Lootable using the "Make lootable Object" macro.  NPC's who die are also marked lootable.  The Loot macro checks nearby for lootable objects (that have the lootable state set) and takes their coins and inventory.  If you give an NPC any kinds of items, when they die, they will be lootable.
 - Potion Tracking: all of the potions from the DMG are included and implemented so that drinking them will display the effects.
 - ammunition tracking: The "Shoot Arrow" macro code can be added to any ranged attack that uses ammo by copy/pasting it at the beginning.  This will decrement the appropriate item from the inventory.
 -inventory database modification:  using the Modify Inventory Database macro, you can add/remove items from the inventory database.
 

Linsay's generic tools - imported and modified.  The teleport pad can be used to summon players.  I modified it so that you can change where characters appear relative to the teleport pad when they arrive.  Each teleport pad has 2 properties, relX and relY which can be set as an expression to determine where the summoned players appear.

Disguise - Lib imported from aliasmask disguise library.  

Pretty frames - can be used to make Frames look much nicer.  Most visible on the character and statblock frames

Creating new PC's - Add image to token layer and select "Setup New PC Token" on the campaign window.  Select the new PC token and use the "Edit Stats" macro to set up the tokens stats.  Use the new weapon button to add weapon attack macros.  If the token is a spellcaster, you can open both the impersonate and selection windows, impersonate the spellbook, then select your token and copy spells over from the impersonated window to the selection window.  Add any statblock HTML to the GM Notes on the token.  Use the Long Rest macro.

Creating new NPC's - Use the premade ones, or drop image onto Token layer.  Use the "Setup New NPC Token" macro to initialize it.  edit its stats as necessary, then high initialize NPC macro.  For NPC's rather than putting in a specific HP, you put in the hit dice string.  The "Init and Roll NPC HP" macro evaluates that string and calculates the HP.  This makes it easy for each NPC to have a random number of HP.

John Waite

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Jan 27, 2017, 6:20:28 AM1/27/17
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Certainly

John Waite

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Jan 27, 2017, 6:32:02 AM1/27/17
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Hopefully it runs a bit faster than the previous version you used. I got rid of the big map of monsters and separated them into their own download.  I also went through all the monsters and fixed their image sizes.  when I was saving them all, I found that some were using artwork making their size 5-6Mb per token.  I resized all of the artwork so that all should be under 200K.  

the magic system does have all spells in the PHB and new spells are fairly easy to add.

For bards, I actually do have jack of all trades implemented.  If you look at the token Reoth, it has a property called "ClassSpecific" which is a json object containing {"BardicInspiration":4,"JackOfAllTrades":1}  This is used to track his bardic inspiration powers, and to do the bard half proficiency checks.

I use that property to track anything ClassSpecific so my sorcerer uses it to track sorcery points, the cleric uses it to track channel divinity and wrath of the storm, and our fighter uses it to track and implement Action Surge, Second Wind, Great Weapon Fighting and improved Critical

I made the decision to NOT track AC, XP, and a number of those things.  

Arsil PS

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Jan 27, 2017, 11:19:33 AM1/27/17
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Il giorno venerdì 27 gennaio 2017 12:32:02 UTC+1, John Waite ha scritto:
[CUT] a property called "ClassSpecific" [CUT]

I use that property to track anything ClassSpecific so my sorcerer uses it to track sorcery points, the cleric uses it to track channel divinity and wrath of the storm, and our fighter uses it to track and implement Action Surge, Second Wind, Great Weapon Fighting and improved Critical

That's clever.
I use a specific property for each for those things, which was a silly thing to do in hindsight,
but like I said I was only playing with it, I never meant to make a generic framework.

I have 5 properties called racial1 ... racial5 for racial features (used also for monsters,
for example for powers they can use only x times a day), the JSON solution sounds
good for that too.

John Waite

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Jan 27, 2017, 11:39:14 AM1/27/17
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I started out with different properties for every ability, but it quickly got out of hand.  With the json storing it, it made it easy to keep track of everything and each character doesnt need to see tons of unused properties.  I'll start going through the PHB and try to add in the basic abilities of each class. One thing I dont currently do is handle multi-class properly.  Especially when it comes to spellcasting.  The spellcasting macro just takes into account the total level of the PC or CR of the NPC.  Its something I am planning on fixing, but its a big change, separating out spellcasting level from overall level.

Arsil PS

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Jan 28, 2017, 4:07:13 AM1/28/17
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Il giorno venerdì 27 gennaio 2017 17:39:14 UTC+1, John Waite ha scritto:
One thing I dont currently do is handle multi-class properly.  Especially when it comes to spellcasting.  The spellcasting macro just takes into account the total level of the PC or CR of the NPC.  Its something I am planning on fixing, but its a big change, separating out spellcasting level from overall level.

Agreed. Not to mention innate spellcasting. For example: a drow cleric uses
charisma for innate spellcasting and wisdom for regular spellcasting.

Charles Maloney

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Feb 1, 2017, 9:25:59 PM2/1/17
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Great Framework! I've noticed one bug so far; when you heal using hit die, it heals for a much greater amount than intended. Ex, for my test I used an adventurer with 1 1d8 hit die, and a constitution of 14, and received around 55 healing (variance of 6, obviously). I have no idea how to fix it, i just picked up the program today.


On Thursday, January 26, 2017 at 9:27:43 PM UTC-5, John Waite wrote:
Here is my 5e framework.  It is based off of one I found on the maptool forums and heavily modified.  I've also found several very useful dropins that I've incorporated as well.  I've been tweaking things for well over a year now and wanted to make it available for everyone.  Please forgive the bugs, I dont code for a living.
This framework is not intended to do everything.  It automates some things, but it does not fully implement all features of all classes. For example, it automates the attack roll, but does not automatically determine if it hits or changes HP.   Players should receive campaign macros.

Features

Character/NPC statsheet - Launch the statsheet by using the "Launch Statblock" macro.  All of the monsters in the monster pack have a statblock which covers relevant details of running them in game. The statblocks are simple HTML stored in the GM Notes section of each PC/NPC token. The statblock will automatically switch to whatever token is selected if user is GM.  It will only show player the statblock if they own the token.

Weapon creation macro - the macro can be used to make most mundane and magical weapons.  
Weapon targeting - The weapon macro will create an input box asking for the target.  Melee weapons will find all visible targets within reach, Ranged weapons will find all targets within Maximum Range.  tokens between the Normal Range and Maximum range are marked - long

Ability check system for Saving Throws and Skill Checks.  Includes proficiency and expertise bonuses.

Wild magic surge - I have included 2 tables for wild magic effects. One table is for the standard entries in the PHB.  I have also included a greatly expanded table consisting of 10,000 crazy entries. (there are truly some wacky ones in there, use at your own risk)  You can choose which one you want to use by changing the Wild Magic Surge macro on the campaign macros.

Spell Library - all spells in the PHB are implemented.  Spell macros can be copied over from the spellbook token.  Concentration spells are tracked and concentration may be lost if damage is taken or if another spell is cast.

Inventory System - a full money and inventory system.  Originally taken from Plo's inventory manager and heavily tweaked.  Now includes all 5e mundane items.  Item weights are calculated, including coinage. Items can be placed into container items.  Items can be marked so their weight doesnt count to the total (for example, if it is inside a bag of holding).  Items can be given to other players.  
 - coin Conversion: Allows you to easily convert coins from one denomination to another.
 - Looting: Objects such as chests can be marked Lootable using the "Make lootable Object" macro.  NPC's who die are also marked lootable.  The Loot macro checks nearby for lootable objects (that have the lootable state set) and takes their coins and inventory.  If you give an NPC any kinds of items, when they die, they will be lootable.
 - Potion Tracking: all of the potions from the DMG are included and implemented so that drinking them will display the effects.
 - ammunition tracking: The "Shoot Arrow" macro code can be added to any ranged attack that uses ammo by copy/pasting it at the beginning.  This will decrement the appropriate item from the inventory.
 -inventory database modification:  using the Modify Inventory Database macro, you can add/remove items from the inventory database.
 

Linsay's generic tools - imported and modified.  The teleport pad can be used to summon players.  I modified it so that you can change where characters appear relative to the teleport pad when they arrive.  Each teleport pad has 2 properties, relX and relY which can be set as an expression to determine where the summoned players appear.

Disguise - Lib imported from aliasmask disguise library.  

Pretty frames - can be used to make Frames look much nicer.  Most visible on the character and statblock frames

Creating new PC's - Add image to token layer and select "Setup New PC Token" on the campaign window.  Select the new PC token and use the "Edit Stats" macro to set up the tokens stats.  Use the new weapon button to add weapon attack macros.  If the token is a spellcaster, you can open both the impersonate and selection windows, impersonate the spellbook, then select your token and copy spells over from the impersonated window to the selection window.  Add any statblock HTML to the GM Notes on the token.  Use the Long Rest macro.

Creating new NPC's - Use the premade ones, or drop image onto Token layer.  Use the "Setup New NPC Token" macro to initialize it.  edit its stats as necessary, then high initialize NPC macro.  For NPC's rather than putting in a specific HP, you put in the hit dice string.  The "Init and Roll NPC HP" macro evaluates that string and calculates the HP.  This makes it easy for each NPC to have a random number of HP.

John Waite

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Feb 1, 2017, 9:35:24 PM2/1/17
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Thanks.  Silly bug.  I'll update the download soon, but if you want to fix it yourself.  On the Lib:MK token, edit the expendHitDie() macro.

Change 
[h: heal=run.expression(HitDice + Cn)]
 to 
[h: heal=run.expression(HitDice) + Cn]


it was concatenating the result of the Hit Dice and the Constitution bonus instead of adding them.  So in your example, the string for HitDice was 1d8 and the tokens Cn bonus was 5.  So instead of doing 1d8+5, it was rolling 1d85.

Edit: Download updated to 1.0.1 fixing this bug.

John Waite

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Feb 16, 2017, 10:57:38 PM2/16/17
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Updated to 1.0.3  bug fixes, added in saving throw button to all monsters and to campaign. 

John Waite

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Mar 8, 2017, 9:23:59 AM3/8/17
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Updated to 1.0.4.

Fixed targeting system.  Details in changelog.

Joseph Rosmus

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Mar 18, 2017, 11:19:31 PM3/18/17
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The links appear to be broken. Mar-18-2017


On Thursday, January 26, 2017 at 9:27:43 PM UTC-5, John Waite wrote:
Here is my 5e framework.  It is based off of one I found on the maptool forums and heavily modified.  I've also found several very useful dropins that I've incorporated as well.  I've been tweaking things for well over a year now and wanted to make it available for everyone.  Please forgive the bugs, I dont code for a living.
Version 1.0.3 is compatible with Mote 1.7.8


This framework is not intended to do everything.  It automates some things, but it does not fully implement all features of all classes. For example, it automates the attack roll, but does not automatically determine if it hits or changes HP.   Players should receive campaign macros.

Features

Character/NPC statsheet - Launch the statsheet by using the "Launch Statblock" macro.  All of the monsters in the monster pack have a statblock which covers relevant details of running them in game. The statblocks are simple HTML stored in the GM Notes section of each PC/NPC token. The statblock will automatically switch to whatever token is selected if user is GM.  It will only show player the statblock if they own the token.

Weapon creation macro - the macro can be used to make most mundane and magical weapons.  
Weapon targeting - The weapon macro will create an input box asking for the target.  Melee weapons will find all visible targets within reach, Ranged weapons will find all targets within Maximum Range.  tokens between the Normal Range and Maximum range are marked - long

Ability check system for Saving Throws and Skill Checks.  Includes proficiency and expertise bonuses.

Wild magic surge - I have included 2 tables for wild magic effects. One table is for the standard entries in the PHB.  I have also included a greatly expanded table consisting of 10,000 crazy entries. (there are truly some wacky ones in there, use at your own risk)  You can choose which one you want to use by changing the Wild Magic Surge macro on the campaign macros.

Spell Library - all spells in the PHB are implemented.  Spell macros can be copied over from the spellbook token.  Concentration spells are tracked and concentration may be lost if damage is taken or if another spell is cast.

Inventory System - a full money and inventory system.  Originally taken from Plo's inventory manager and heavily tweaked.  Now includes all 5e mundane items.  Item weights are calculated, including coinage. Items can be placed into container items.  Items can be marked so their weight doesnt count to the total (for example, if it is inside a bag of holding).  Items can be given to other players.  
 - coin Conversion: Allows you to easily convert coins from one denomination to another.
 - Looting: Objects such as chests can be marked Lootable using the "Make lootable Object" macro.  NPC's who die are also marked lootable.  The Loot macro checks nearby for lootable objects (that have the lootable state set) and takes their coins and inventory.  If you give an NPC any kinds of items, when they die, they will be lootable.
 - Potion Tracking: all of the potions from the DMG are included and implemented so that drinking them will display the effects.
 - ammunition tracking: The "Shoot Arrow" macro code can be added to any ranged attack that uses ammo by copy/pasting it at the beginning.  This will decrement the appropriate item from the inventory.
 -inventory database modification:  using the Modify Inventory Database macro, you can add/remove items from the inventory database.
 

Linsay's generic tools - imported and modified.  The teleport pad can be used to summon players.  I modified it so that you can change where characters appear relative to the teleport pad when they arrive.  Each teleport pad has 2 properties, relX and relY which can be set as an expression to determine where the summoned players appear.

Disguise - Lib imported from aliasmask disguise library.  

Pretty frames - can be used to make Frames look much nicer.  Most visible on the character and statblock frames

Creating new PC's - Add image to token layer and select "Setup New PC Token" on the campaign window.  Select the new PC token and use the "Edit Stats" macro to set up the tokens stats.  Use the new weapon button to add weapon attack macros.  If the token is a spellcaster, you can open both the impersonate and selection windows, impersonate the spellbook, then select your token and copy spells over from the impersonated window to the selection window.  Add any statblock HTML to the GM Notes on the token.  Use the Long Rest macro.

Creating new NPC's - Use the premade ones, or drop image onto Token layer.  Use the "Setup New NPC Token" macro to initialize it.  On the token, use the edit stats macro. Then use the initialize NPC macro to roll for HP.  For NPC's rather than putting in a specific HP, you put in the hit dice string.  The "Init and Roll NPC HP" macro evaluates that string and calculates the HP.  This makes it easy for each NPC to have a random number of HP.

Updating the framework - Download the following libs and replace them in the campaign file on the hidden layer with the same name as the original.  Save the campaign and reload it.  that should fully update your campaign file.

John Waite

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Mar 18, 2017, 11:27:49 PM3/18/17
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Apologies, it appears that dropbox has made changes to its public folders.  https://www.dropbox.com/help/16

I have up updated the links in the OP, which should work.

Joseph Rosmus

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Mar 19, 2017, 11:10:25 AM3/19/17
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ty

Fox Williamson

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Apr 25, 2018, 7:16:14 PM4/25/18
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On Thursday, January 26, 2017 at 9:27:43 PM UTC-5, John Waite wrote:
Here is my 5e framework.  It is based off of one I found on the maptool forums and heavily modified.  I've also found several very useful dropins that I've incorporated as well.  I've been tweaking things for well over a year now and wanted to make it available for everyone.  Please forgive the bugs, I dont code for a living.
Version 1.0.3 is compatible with Mote 1.7.8

Monsters: https://mattekure.com/dnd/MK5e/5eMonsters.zip
Libs Update only download: https://mattekure.com/dnd/MK5e/Mattekure-Libs.zip


Links result in "server being set up".

please god fix 

Andrew Grover

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May 19, 2018, 3:19:56 PM5/19/18
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I just found Mote via some Facebook discussion groups.  I am ready to upgrade my maptool experience to add some functionality (I have been using it at the most basic level without any macros or anything).  In my search for framework tools, I came across a recommendation for Mote, and then this discussion on this user made framework, which I would LOVE to try out. 

However, the links don't work and just give a "Server is being setup" message.  

Is this something that can be remedied?  I certainly would love to use this framework in my evaluation testing of Mote as an upgrade to maptool. 

Sincerely, 

Andrew W. Grover

Idle Ideas Inc.

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May 26, 2018, 7:15:51 AM5/26/18
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Sorry for the late reply Andrew. We're currently experiencing some issues with our setup that we haven't had time to address. It might be next week, at the earliest, that we can have time for it, but that's optimistic. Sorry. 
You can try posting at our Google+ community and ask if anyone has an installer that they can share. 

Welcome, by the way 🙂

Idle Ideas Inc.

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May 26, 2018, 7:19:36 AM5/26/18
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Andrew I just tried the links and they're working. Have you tried recently?


On Sunday, May 20, 2018 at 3:19:56 AM UTC+8, Andrew Grover wrote:

Ismael Santos

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May 26, 2018, 6:23:54 PM5/26/18
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i am having the same problem with the links :print >> http://prntscr.com/jn15at

Idle Ideas Inc.

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May 26, 2018, 11:07:32 PM5/26/18
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my bad. you  guys were referring to the framework. sorry. can't do a thing about this. try sending him a PM. John mentioned he'll be inactive for some months.


On Friday, January 27, 2017 at 10:27:43 AM UTC+8, John Waite wrote:
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