Difference between revisions of "Token"
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:It is best that you, the player, read and apply the instructions of the [[Character Creation]] tutorial before you go ahead and set up a token. Your GM will be able to help you set up a token themselves as long as they have the correct information on hand. Additionally, when it comes to a token graphic, is it best that you find an image of your characters head and/or bust that you want to use to present your character so that the GM may use '''TokenTool''' to create a circular border around the image to maintain consistency amongst characters. The more space around the edge to crop, the better it will be to properly composite the image centrally without it going out of frame. | :It is best that you, the player, read and apply the instructions of the [[Character Creation]] tutorial before you go ahead and set up a token. Your GM will be able to help you set up a token themselves as long as they have the correct information on hand. Additionally, when it comes to a token graphic, is it best that you find an image of your characters head and/or bust that you want to use to present your character so that the GM may use '''TokenTool''' to create a circular border around the image to maintain consistency amongst characters. The more space around the edge to crop, the better it will be to properly composite the image centrally without it going out of frame. | ||
===Player Token Data=== | |||
A player's token can contain a LOT of different stats, some of them they can edit and others are to be left alone as they serve important mechanical information for commands to function. '''Attempts have been made to keep things presentable but the ability to distinguish editable and non-editable variables is not possible within the client.''' If you have any doubts on what you should change, ask your GM. Your GM can also set up your token themselves if they are provided the correct information. | |||
Updating tokens due to levelling up much easier because levels and EXP is controlled by Maptool scripts, attribute and skill point gains are simple to change and perk points don't usually affect a Token's stats directly. | |||
====Resource points (HP, SP, Ki, PP)==== | |||
The first and most important stats a character token possesses are their '''resource points''', including their Health which determines how alive or unalive they are in combat, as well as several other resources that are often used in casting spells or using special abilities. What makes resource points differ from most stats is that they serve as '''containers''' with a maximum capacity and a current capacity. Taking damage will often reduce available health points to 0 or lower, but healing will only go as high as the character's Maximum. | |||
A dedicated Damage/Heal script is used to subtract or add resource points to a character when it is necessary. In Maptool a character's resources are represented by coloured bars above and/or below their character token when hovered over. These scripts will change the % of how those bars are filled for a more graphical feedback of a character's condition. | |||
Apart from HP and MaxHP, if a character does not possess the ability to use other resource points, those values should be reset to nothing ( ). Leaving a stat such as SP to 0 will make it appear on a token's quick-stats and provide useless information. | |||
'''Stats include:''' | |||
* HP (Current health points) | |||
* MaxHP (Maximum health points) | |||
* SP (Current Spell points) | |||
* MaxSP (Maximum Spell points) | |||
* Ki (Current Ki points) | |||
* MaxKi (Maximum Ki points) | |||
* PP (Current Power points) | |||
* MaxPP (Maximum Power points) | |||
* THP (Current Temporary health points) | |||
* MaxTHP (Maximum Tempoary health points) | |||
====Attributes==== | |||
The '''Attributes''' stats are just the same as they are during character creation, they are defaulted to 0 and a player need only input the number relative to the attribute points that character should have. These numbers alone are used in many commands that scale depending on attributes. | |||
A Player is permitted to edit these values themselves as the entire section they fall under is used by commands/scripts but not variables for such scripts. | |||
'''Stats include:''' | |||
* str (Strength) | |||
* per (Perception) | |||
* end (Endurance) | |||
* cha (Charisma) | |||
* int (Intelligence) | |||
* agl (Agility) | |||
* lck (Luck) | |||
====Skills==== | |||
'''Skill''' stats similarly use the same values as present on a character's sheet, if they have 20 points from a Skill-Focus, the appropriate stats would be 20. If they need to add 15 points to a skill, they can add the points to that skill. Skill ranks are not represented on a character's token and should instead be reflected upon a character's sheet and in any commands they gain from reaching ranks. Circumstantial bonuses should not be written into these sections, instead, apply the circumstantial bonuses before executing commands as a modifier. | |||
Skills are often separated out by sections, only skills with blank spots or ones filled with numbers should be edited. Ones marked with dashes are just decorations. | |||
==Object/GUI Tokens== | |||
[[Category:Game Mechanics]] | |||
Revision as of 06:42, 24 January 2021
Tokens: How the game is played.
A Token is a representation of a creature and/or entity that exists in the game world and sometimes used as a graphical user interface element for players to get a better idea of the environment and setting. As far as a Player is concerned, the token refers to their character and the other characters they would likely be interacting with. Tokens are used in Maptool in the same way figurines are used in traditional TTRPGs; they are graphical and often have a picture to give a face to a character, they can be moved around a map/environment and all contain important data that the virtual tabletop client can use to execute game mechanics.
Player/Character Tokens
Every player has their own token, this token represents the character they will be roleplaying as. In Maptool, they will also gain 'ownership' of the token, meaning that they can commit edits to the token (if they know how to) as well as move around freely during roleplaying sections, and when it is their turn in initiative (although the GM can prevent players from moving entirely if desired). Token setup will be required, especially during creation, in order for all the character's stats to reflect the game rules and limitations, add the appropriate graphic for visual representation and even to set up their Command Macros necessary to execute complex actions at the click of a button.
- It is best that you, the player, read and apply the instructions of the Character Creation tutorial before you go ahead and set up a token. Your GM will be able to help you set up a token themselves as long as they have the correct information on hand. Additionally, when it comes to a token graphic, is it best that you find an image of your characters head and/or bust that you want to use to present your character so that the GM may use TokenTool to create a circular border around the image to maintain consistency amongst characters. The more space around the edge to crop, the better it will be to properly composite the image centrally without it going out of frame.
Player Token Data
A player's token can contain a LOT of different stats, some of them they can edit and others are to be left alone as they serve important mechanical information for commands to function. Attempts have been made to keep things presentable but the ability to distinguish editable and non-editable variables is not possible within the client. If you have any doubts on what you should change, ask your GM. Your GM can also set up your token themselves if they are provided the correct information.
Updating tokens due to levelling up much easier because levels and EXP is controlled by Maptool scripts, attribute and skill point gains are simple to change and perk points don't usually affect a Token's stats directly.
Resource points (HP, SP, Ki, PP)
The first and most important stats a character token possesses are their resource points, including their Health which determines how alive or unalive they are in combat, as well as several other resources that are often used in casting spells or using special abilities. What makes resource points differ from most stats is that they serve as containers with a maximum capacity and a current capacity. Taking damage will often reduce available health points to 0 or lower, but healing will only go as high as the character's Maximum.
A dedicated Damage/Heal script is used to subtract or add resource points to a character when it is necessary. In Maptool a character's resources are represented by coloured bars above and/or below their character token when hovered over. These scripts will change the % of how those bars are filled for a more graphical feedback of a character's condition.
Apart from HP and MaxHP, if a character does not possess the ability to use other resource points, those values should be reset to nothing ( ). Leaving a stat such as SP to 0 will make it appear on a token's quick-stats and provide useless information.
Stats include:
- HP (Current health points)
- MaxHP (Maximum health points)
- SP (Current Spell points)
- MaxSP (Maximum Spell points)
- Ki (Current Ki points)
- MaxKi (Maximum Ki points)
- PP (Current Power points)
- MaxPP (Maximum Power points)
- THP (Current Temporary health points)
- MaxTHP (Maximum Tempoary health points)
Attributes
The Attributes stats are just the same as they are during character creation, they are defaulted to 0 and a player need only input the number relative to the attribute points that character should have. These numbers alone are used in many commands that scale depending on attributes.
A Player is permitted to edit these values themselves as the entire section they fall under is used by commands/scripts but not variables for such scripts.
Stats include:
- str (Strength)
- per (Perception)
- end (Endurance)
- cha (Charisma)
- int (Intelligence)
- agl (Agility)
- lck (Luck)
Skills
Skill stats similarly use the same values as present on a character's sheet, if they have 20 points from a Skill-Focus, the appropriate stats would be 20. If they need to add 15 points to a skill, they can add the points to that skill. Skill ranks are not represented on a character's token and should instead be reflected upon a character's sheet and in any commands they gain from reaching ranks. Circumstantial bonuses should not be written into these sections, instead, apply the circumstantial bonuses before executing commands as a modifier.
Skills are often separated out by sections, only skills with blank spots or ones filled with numbers should be edited. Ones marked with dashes are just decorations.