[Addon] RPToolkit v0.7.9 - Roll-based Events, Reimagined - Now with 660 built-in spells!

Updated to v0.5.1 this afternoon to fix some bugs:

Version 0.5.1

  • Fixed an issue where rolls were not displaying for party members (you could argue that there is excessive information now, though…)
  • Fixed an issue where self-buffs were not applying correctly.
  • Removed some debug messages.

The addon is now also available to download on WoWInterface, see link at the top of the page. Join the Discord to get your hands on an example dataset containing spells, buffs and debuffs so you can test the addon for yourself!

3 Likes

Sounds promising. I think many of us miss old Dicemaster and have looked for replacements, but nothing really has had the utility we need. (talking heads for NPCs and unit frames are the big ones)

I haven’t tested the addon out myself, but guildies are reporting it as very promising. Hoping the development goes smoothly and that the addon can rise up to be a worthy successor to DM.

6 Likes

RIP old Dicemaster :frowning: I’ll definitely be paying more attention to talking heads and integrating it with the unit frames in the near future so that it’s a usable system for those who aren’t so much bothered about the 5e-esque side of things!

8 Likes

That’s perfect. Our guild for example uses a less complicated system, currently boiling down to just HP value differences and sometimes having bonuses on specific skill rolls that apply, but nothing that has the traditional D&D style stats applied.

The time Dicemaster gave us the personal traits you could add to your characters personal unit frame was the only time we had anything more complicated going on, since you were able to use those traits to list your characters special abilities and possible roll bonuses for skills. (like for my character, it was bonuses to engineering and mech piloting mostly)

It’s good to hear you taking the non-5e style systems into account to make the addon more fluid and adaptable. Very good indeed.

I’ll definitely keep an eye on this project. :saluting_face:

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When you say “RIP old dicemaster” it’s because you prefer the old version or because you think it’s dead?

https://www.curseforge.com/wow/addons/dicemaster

It’s still here.

The old version, yeah! It had unit frames and talking heads in it, but I think Shadowlands broke all of the back-end code.

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It was the new UI that was added in Dragonflight that broke it, or at least the talking heads bit.

In either case it, this looks interesting.

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When people say talking head is it like yapdollar

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I’ll give this a go, thanks! I hope it catches on, would make for a new interesting dynamic in DMed events.

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Like the world quest dialog popup

Unrelated:

RPToolkit is now available on CurseForge *and* WoW Interface!

7 Likes

RPT v0.6 has been released on CurseForge and WoW Interface!

With this update to v0.6, I can more readily recommend RPT for testing in an actual group setting. It should be considerably more stable than v0.5, however, do still expect there to be bugs! As always, please join the RPT discord at the top of the page to report any bugs that you find so that I can fix them as quickly as humanly possible. Thank you!

:star2: MAJOR FEATURE: ITEM EDITOR
The item editor has been added to the campaign/dataset manager. Similar to spells and auras, items can be created by left clicking on an empty slot in the dataset’s item grid. There are several fields which are relatively self-explanatory, giving you greater customisation over items. Items are the primary way of applying stats to the character sheet, and can also be hooked up to combat events via auras - e.g., weapons that deal additional damage on hit, armour which deals damage back to attackers, trinkets which heal you every turn.

Items can be added to your inventory by shift-left clicking them in the item grid. Currently, all players can add items that they receive or create to their inventory. Items can then be removed from your inventory by shift-right clicking on them.

All items can have spells bound to them. For staffs, wands, ‘held in off-hand’ items and shields, bound spells replace your off hand /main hand attacks. For all other items (head, chest, trinket and class item), bound spells appear as ‘On Use’ effects, and are activated by their respective built-in actions on the action bar.

:star2: MAJOR FEATURE: CASTING
Some spells can be designated as ‘1 turn cast’, meaning that they finish casting when the player’s next turn begins. Using a casted spell activates a cast bar which ticks up each time the batch of active players/NPCs changes. Taking damage automatically prompts a ‘Concentration’ roll, which is a stat that can be improved by putting +Concentration on items. By default, the DC required to not lose concentration (i.e., be interrupted) is 12 - that’s a 60% chance to be interrupted with +0 Concentration. In the future, this DC will be modifiable on the DM dashboard.

:star2: MAJOR FEATURE: MODEL VIEWER
Version 0.6 now comes with a model viewer, allowing you to select any NPC in the game to serve as a unit frame model. You can filter the viewer’s extensive listed by searching terms such as ‘humanmale’, ‘nzoth’, ‘orc’ etc

QoL Changes

  • Removed some debug messages.
  • Added confirmation messages to the dataset manager.
  • Ability Scores and Resistances can now be rolled manually from the character sheet by clicking the icon.
  • Always shows the character setup wizard when you first load a character.
  • Unit frames are hidden by default.
  • A health bar displays above damaged allies. Requires friendly nameplates to be enabled in the Blizzard interface menu.
  • The drag icon has been removed from the unit frame. You can now drag the unit frames around the screen.
  • The action bar can now be moved by holding the translucent drag bar and dragging it around on the screen.
  • /rpt lock and /rpt unlock show/hide the drag bars.
  • Main/Off Hand Attack now displays the icon of your equipped weapons/shield.
  • Changed the addon slash command to ‘/rpt’.
  • Player and NPC ‘batches’ - i.e., the groups that are taking their turns at any one time - have been optimised. Up to 5 players can take their turns at any one time, but for groups of 6 or more, the number of players taking their turns is reduced to evenly balance the group out.
  • Healing and Damage taken now shows as floating combat text.
  • The NPC turn UI is now anchored to the turn tracker and has a transparent background, so it should be less intrusive. You can also swap quickly between NPCs that are taking their turns.
  • All attributes in the character sheet can be hovered over to see what they do and what they are affected by.
  • You can hover over your character portrait in the character sheet to see additional stats, such as your maximum health and mana.

Auras

  • Added On Critical Strike, On Critical Strike Taken, On Heal and On Heal Taken effects.
  • Damage and healing applied by auras now optionally rolls dice in addition to static damage amounts.
  • Auras now refresh when applied to the same target if they are listed as ‘non-stackable’.
  • Auras can now restore mana.

Bug Fixes

  • Physical damage mitigation no longer causes fractional amounts of damage to be dealt.
  • Fixed an issue which prevented players from reaching 0 HP.
  • Removing a spell or aura from a dataset now no longer sends you to the first dataset you opened in the session.
  • The reaction frame now closes when you succeed a block check.
  • Properly checks for critical parry/dodge/block, as well as critical fails, when defending.
  • Fixed an error when removing auras from datasets.
  • It is now possible to have duplicates of the same item in your inventory.
  • Fixed an issue where equipped items weren’t properly being highlighted when loading in.
  • Hidden UI elements can no longer be dragged around.
  • The turn tracker now prevents the group leader from advancing to the first round of combat before all Initiative rolls are received.
  • Only one instance of the turn tracker can be active at any given time, preventing duplicity issues.
  • Turn order now properly changes when NPC visibility states are toggled.
  • NPCs now take their turns after the players, rather than at the same time. This fixes issues where stuns were not doing anything useful.
  • Fixed an issue which caused the wrong player to be identified as the party leader.
  • The position of the action bar is now saved between sessions.
  • Proficiency bonus is now working again.
  • Fixed an issue where auras were expiring faster when they were applied on multiple targets.
  • Unit frame and action bar positions can now be reset.
  • Players can now be crowd controlled! :skull:

Code Changes

  • Started refactoring the editor windows and serialization/deserialization.
  • Refactored the way item data is stored - only the necessary data is stored now. This should cut down on transfer times.
9 Likes

RPToolkit v0.6.4 is out!

This version includes buffs and debuffs that can be applied to players to modify their stats - everything from Blessing of Might to Curse of Weakness to Arcane Intellect! A much-awaited update *cough* I kept forgetting to add it in... but definitely up there with the biggest of reasons to use RPT!
1 Like

Huge updates are coming soon :eyes: A fully overhauled event manager including difficulty scaling and balance of power, the ability to stack multiple units on one raid marker and multi-target spells… and best of all, a whole catalogue of built in spells and effects to make it even easier to get started.

Join the Discord channel to get involved in the on-going competition to compile a catalogue of spell icons for the next update!

3 Likes

At long last, RPT 0.7 is out!

:star: MAJOR FEATURE: EVENT MANAGER
A new and expansive Event Manager has been added. This replaces the rudimentary Unit Frame Editor of previous versions, and expands upon it in various ways. The event manager is split into several parts:

  • Allied and Enemy Units - The main part of the Event Manager shows the units that are on the party’s side and those that are against them.
  • NPC Editor - In the NPC editor, various statistics can be set for each NPC, including their health, the number of actions per turn that they have, the spells that they have and more. NPCs can now be saved and loaded.
  • Difficulty Editor - In the Difficulty editor, the difficulty of the event can be set between Normal, Heroic and Mythic. The Mythic difficulty scales from +0 to +15, affecting the strength of the enemies. In addition, Affixes can be applied to NPCs to empower them or perform special actions during combat.
  • Environment Editor - In the Environment editor, environmental debuffs/buffs and damage over time can be automatically handled. The light level of the event can also be specified.
  • Progress Editor - By clicking on the bar at the top of the Event Manager, you can optional choose for a progress bar to appear for players during the event. This bar can either tick down or tick up each turn, or can display a Total War-like ‘balance of power’, symbolising the relative strength of the party against the enemy.
  • Quick Actions - Various ‘quick actions’, including damaging and healing enemies or players, applying auras (buffs/debuffs), and requesting rolls can be selected from the event manager.

A more extensive guide on the use of the Event Manager will be provided in guides channel in the RPT Discord.

:star: MAJOR FEATURE: TARGETING AND UNITS OVERHAUL
Targeting and units have had a major overhaul to accommodate the changes made to the Event Manager. The main change is that multiple enemies can be assigned the same raid marker. This is useful if you have more than 8 enemies in a single battle, and there is currently no limit to how many units you can have on each raid marker.

Similarly, spell targets are no longer selected by clicking on the unit frame, or on the target ally. Instead, your spells will dynamically provide a list of possible targets to choose from. Some spells target entire raid marker groups, will others may only target 1 unit, or multiple units across different raid markers. The tooltips of your spells will indicate whether or not the spell targets an entire raid marker or otherwise.

:star: MAJOR FEATURE: RACIAL BONUSES, (DIS)ADVANTAGE AND THREAT
Races now have various racial bonuses to statistics. Some of these bonuses may even give advantage on various skills.

Rolls can be performed with advantage or disadvantage. In both cases, the base dice is rolled twice. With advantage, the highest roll is taken, and vice versa for disadvantage. You can see if you have advantage or disadvantage on a skill by either (a) the green border around the roll icon, for rolls such as block, parry etc., or (b) the skill’s name in green text in the character sheet. Alternatively, checks that are rolled with advantage have a [+] in the combat log, and [-] for disadvantage.

All damage and healing generates threat. You can see who has the highest threat on an enemy by hovering over their portrait below the turn tracker. The DM can also see who has the highest threat when they use an NPC action. This is purely for DM guidance.

Items and Stats

  • NPCs now have creature sizes and types (e.g., Medium Humanoid, Gargantuan Abomination, Tiny Beast etc.).
  • Likewise, you can now have bonus damage against different creature types as a stat on your weapons, or given by buffs.
  • Add various other stats alongside threat, including % total damage mitigation, % spell damage mitigation, flat critical damage mitigation.

Auras and Spells

  • Added 417 spells and 170 auras.
  • OnEnemyHit has been split up into OnMeleeHit, OnRangedHit, OnSpellHit.
  • OnBlock, OnParry and OnDodge have been added as aura triggers.
  • OnDeath has been added as an aura trigger.
  • Auras can now apply advantage and disadvantage.
  • Auras can now grant Haste attacks.
  • Spells can now target all allies in the party.
  • You can use 6 active spells and select 2 passive spells in total. Passive spells are automatically cast when combat begins.
  • Spells that are marked as ‘Reaction’ spells will consume your Bonus Action if cast during your turn.
  • Added the ‘Protect’ spell type, which reverts the last direct damage which the target took.
  • Counterattacks now work again on critical dodge and parries against melee attacks.
  • Added the ‘Resurrect’ spell type, which… you know… resurrects the target.

QoL Updates

  • If you try to end your turn without taking an action, you are notified about it first.
  • A sound is played when combat begins, and when your turn begins. The WoW icon on the task bar also flashes if you’re tabbed out (sinner!)
  • The character setup wizard has been massively expanded, and now walks the user through setting up ther ability scores, proficiencies, equipment and spells.
  • You can now view the turn order by hovering over the turn tracker icon during combat.
  • During character setup, you are prompted to choose to increase one ability score by 2, and another by 1, irrespective of race.
  • The exact damage that spells do is now displayed on the tooltip. Likewise, your weapons’ damage range is correctly displayed, accounting for damage modifiers.
  • Offensive spells now tell you your chance to hit.
  • All on-use effects now have a 10 turn cooldown.
  • The turn order only changes once the turn counter ticks up. This basically stops the turn order being scrambled and peoples’ turns being skipped if you add an enemy to the event.
  • Added an icon browser!

Bug Fixes

  • Item stats now properly serialise and deserialise.
  • Events which should trigger on tick or on a player’s turn (like casting) now works correctly.
  • End turn button now no longer sends errors and can not be used if it is not your turn.
  • Movement bar should show all the time now.
  • Fixed a bug which caused duplicate enemies to appear in the targeting frame if the unit was updated on the group leader’s end.
  • Fixed a bug which caused an LUA error relating to resolving a unit’s unique ID.
  • You can no longer end your turn when it is not your turn.
  • Fixed an issue where auras applied to yourself would throw an error when they expired.
  • Fixed an issue which caused NPC’s remaining actions to not refresh when the turn started (and other such tomfoolery)
  • Fixed a funny issue where it was possible to stack infinite amounts of Haste Hit Rating by reloading the UI.
  • Fixed an issue where on-use effects were not triggering the correct spells.
  • Fixed an issue where the unit frame turn UI was letting you cycle through all NPCs rather than just those whose turn it was.
  • Balance of power now calculates correctly.
  • Fixed some minor UI layout bugs.

Behind-the-Scenes

  • Fixed an issue which prevent multiple auras/instances of damage etc. from being sent because of addon message throttling.

Known Limitations

  • NPC healing not fully supported yet, but you can heal NPCs from the event manager.
  • Affixes and event progress events (as in, events which trigger at various turns in the event) not fully support yet.
  • Not all classes’ spells are fully functional. In fact, only paladin /priest /warrior /hunter are really functional currently (almost as though that’s what my guild recruits primarily!), but this is going to be addressed over the coming week.
6 Likes

Been working on the crafting system lately and it’s really starting to take shape! Consumables (like potions, bandages etc.) have been added as well as a Classic-like crafting window and levelling system up to 300.

Crazier still, you can obtain the built-in, RPT-official crafting reagents by actually mining nodes in the world :eyes: i.e., mining a copper vein will give you RPT copper ore to use in the crafting system. Planning to expand it to herbs and hides soon!

Come and joined the discord and check it out!

discord.gg/jZVFqPCw6q

4 Likes

Get involved in the disussion on this thread or in the discord!

2 Likes

RPToolkit v0.7.9 is out!

CurseForge is being weird about me uploading the current version, so it’s currently available on WoWInterface and the RPT Discord.

This version brings RPT to a total of 660(!) built-in spells which totally don’t enable the most busted, DM-enraging builds known to mankind.

Although crafting reagents, crafting skills and recipes are implemented, these features are unfinished and will be finished when I’m back off holiday in the middle of May. As such, please put any bugs etc. into ⁠support so that I can action them when I’m home. From what I can tell, everything is very much stable, however, you may encounter instances where the addon allows you to do silly things or where it barks at you and tells you that an aura (spell effect) cannot be found. I’ve only really tested spells that added new mechanics but we test in prod around here…

Since I have a suitcase to pack, here’s the TLDR of what I’ve added:

  • Spells for every class except Evoker.
  • Lots of new mechanics like healing random allies, advantage/disadvantage on rolls.
  • Passive spells to customise your build even further (I think each specialisation has at least 1, maybe 2 passives…)
  • Pet summons for all of the permanent minions you can get (e.g., hunter pets, mage water elemental, warlock demons, DK ghoul).
  • New starter items for the non-Classic classes.

Enjoy!

Amazing work! Usually our guild doesn’t employ roll based mechanics but I might try to lobby some events to make use of this cool add-on. Thank you for your efforts.

1 Like