Beoric
8, 8, I forget what is for
At the top of the window in the last post, you can see the name of this map it "Ghoul Maker". I call it that because I use it to make ghouls, and to keep track of what types of ghouls I have made.
When you first open MapTools, it doesn't come with any predefined macros. Fortunately, you can go on the forums and look for predefined campaign files called "Frameworks", which users have created and shared, and which have most of the tools you need to run a campaign for a number of systems and editions. The framework I use is Rumble's "Fat" Framework, which is designed for 4e. I have tweaked it a bit and added in a few other tools shared by various users. For instance, I have added a calendar token that tracks in-game time; an inventory token that can be used to track a character's treasure and equipment, calculate encumbrance and advise of any adverse effects from carrying too much; and a window to assist with secret chat conversations and providing images and other information to selected players.
So, I am going to create a ghoul token. This campaign already has the framework installed. The first thing I do is set the layer to "Token", find an appropriate token in File Manager, and drag it onto the map. At this point, MapTools (not the framework) opens this window:

I'm cropping the files slightly to keep file sizes down. This window only shows up if you are dropping tokens on the Token layer, otherwise the token is added without generating any popup.
You can see here, MT has generated a default public name for the thing by naming it "Creature" and adding a random number; this is an option you can select. I can also change the token name in this window if I choose. GM name is only shown to me. The Label is visible to players, and I usually add a bit of information about weapons and armor, or a couple of descriptive words to give players clues about what they are facing; is the monster quick, or sleek, or heavy, or burly, or whatever. I've never used the speech bubble name, but I think it is an identifier that shows up in the chat. The Token Property lets you choose the default properties associated with the token - more or less the token's statistics. The properties I want are "Token4e", but I don't bother changing that because the framework is going to do it for me. Finally, you can select whether it is a PC or an NPC, and whether players are going to be able to see the token when you first put it on the map.
So here is the ghoul token, sitting on the map:

You can see on the right, I have selected the "Campaign Macros", most of which are part of the framework. Right now the token has no macros, so I select the token and press the "Add Default Macros" button (which is part of the framework), which runs the Add Default Macros macro, which changes the token property to "Token4e" and adds a number of basic macros to the ghoul token. I select the "Selected" tab and it shows these macros that have been created by the framework:

Most of these aren't important for this discussion, except for the "Management" macro, which opens a dialog box that assists you in modifying the token's data. Again, this is part of the user created framework, not something provided by MT.
I could use the Management macro to build the token from scratch, but I don't actually have to do that, because I can import the monster's statblock from any OCR'd monster statblock in the game, or even one I make myself. I select the "Campaign Macros" tab and run the "Import Monster Statblock" macro, and a menu pops up. I then paste the monster statblock into the window and click "Save".

A window pops up and asks if I want to import only the stats, or have the framework try to parse the powers and create macros based on them. Otherwise I have to program the power macros manually.

The power parser is very hit and miss, but it usually at least saves me from some data entry, so I usually select that option. In 2012, this could take a while to grind, but on a newer machine it works almost instantly, and I get this:

The framework has generated macros for the ghoul's bite, and the Rapid Claws, Devouring Bite and Death Burst powers.
The process has taken maybe a minute or two by this point. I still need to review the powers to see if they are working properly, and correct any errors; this particular token had a lot of errors, and I needed to make tweaks to pretty much every macro. Even so, I timed how long it took me to do it, and from dropping the token to finishing tweaks to the powers, including staging and taking screenshots, took exactly 10 minutes. And once the token is built and saved, I can use it over and over again, by dropping the token onto a map, and copy/pasting the token however many times it takes to create the number of monsters I need.
I'll come back and show how the framework helps me modify the macros in a later post.
When you first open MapTools, it doesn't come with any predefined macros. Fortunately, you can go on the forums and look for predefined campaign files called "Frameworks", which users have created and shared, and which have most of the tools you need to run a campaign for a number of systems and editions. The framework I use is Rumble's "Fat" Framework, which is designed for 4e. I have tweaked it a bit and added in a few other tools shared by various users. For instance, I have added a calendar token that tracks in-game time; an inventory token that can be used to track a character's treasure and equipment, calculate encumbrance and advise of any adverse effects from carrying too much; and a window to assist with secret chat conversations and providing images and other information to selected players.
So, I am going to create a ghoul token. This campaign already has the framework installed. The first thing I do is set the layer to "Token", find an appropriate token in File Manager, and drag it onto the map. At this point, MapTools (not the framework) opens this window:

I'm cropping the files slightly to keep file sizes down. This window only shows up if you are dropping tokens on the Token layer, otherwise the token is added without generating any popup.
You can see here, MT has generated a default public name for the thing by naming it "Creature" and adding a random number; this is an option you can select. I can also change the token name in this window if I choose. GM name is only shown to me. The Label is visible to players, and I usually add a bit of information about weapons and armor, or a couple of descriptive words to give players clues about what they are facing; is the monster quick, or sleek, or heavy, or burly, or whatever. I've never used the speech bubble name, but I think it is an identifier that shows up in the chat. The Token Property lets you choose the default properties associated with the token - more or less the token's statistics. The properties I want are "Token4e", but I don't bother changing that because the framework is going to do it for me. Finally, you can select whether it is a PC or an NPC, and whether players are going to be able to see the token when you first put it on the map.
So here is the ghoul token, sitting on the map:

You can see on the right, I have selected the "Campaign Macros", most of which are part of the framework. Right now the token has no macros, so I select the token and press the "Add Default Macros" button (which is part of the framework), which runs the Add Default Macros macro, which changes the token property to "Token4e" and adds a number of basic macros to the ghoul token. I select the "Selected" tab and it shows these macros that have been created by the framework:

Most of these aren't important for this discussion, except for the "Management" macro, which opens a dialog box that assists you in modifying the token's data. Again, this is part of the user created framework, not something provided by MT.
I could use the Management macro to build the token from scratch, but I don't actually have to do that, because I can import the monster's statblock from any OCR'd monster statblock in the game, or even one I make myself. I select the "Campaign Macros" tab and run the "Import Monster Statblock" macro, and a menu pops up. I then paste the monster statblock into the window and click "Save".

A window pops up and asks if I want to import only the stats, or have the framework try to parse the powers and create macros based on them. Otherwise I have to program the power macros manually.

The power parser is very hit and miss, but it usually at least saves me from some data entry, so I usually select that option. In 2012, this could take a while to grind, but on a newer machine it works almost instantly, and I get this:

The framework has generated macros for the ghoul's bite, and the Rapid Claws, Devouring Bite and Death Burst powers.
The process has taken maybe a minute or two by this point. I still need to review the powers to see if they are working properly, and correct any errors; this particular token had a lot of errors, and I needed to make tweaks to pretty much every macro. Even so, I timed how long it took me to do it, and from dropping the token to finishing tweaks to the powers, including staging and taking screenshots, took exactly 10 minutes. And once the token is built and saved, I can use it over and over again, by dropping the token onto a map, and copy/pasting the token however many times it takes to create the number of monsters I need.
I'll come back and show how the framework helps me modify the macros in a later post.
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