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 is compatible with Mote 1.7.7
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.FeaturesCharacter/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 - longAbility 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 framesCreating 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.
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 is compatible with Mote 1.7.7
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.FeaturesCharacter/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 - longAbility 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 framesCreating 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.
[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
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.
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 is compatible with Mote 1.7.7
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.FeaturesCharacter/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 - longAbility 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 framesCreating 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.
[h: heal=run.expression(HitDice + Cn)][h: heal=run.expression(HitDice) + Cn]
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
Libs Update only download: https://dl.dropboxusercontent.com/u/573780/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.FeaturesCharacter/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 - longAbility 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 framesCreating 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.
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 1.7.8Monsters: https://mattekure.com/dnd/MK5e/5eMonsters.zipLibs Update only download: https://mattekure.com/dnd/MK5e/Mattekure-Libs.zip