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Template: Microlite20

This article has been written specifically to help game masters and players learn how to use MyRPG's Microlite20 template to play and host games. Though the article itself is written for Microlite20, much of it will actually be describing how MyRPG works as a game engine in general, and not just specific to Microlite20. 

Contents

  1. 1 Getting Started
    1. 1.1 Where is the website?
    2. 1.2 (Players) How do I join a Microlite20 game?
    3. 1.3 (Players) How do I setup my character?
    4. 1.4 (Players) How do I buy weapons/armor/items?
    5. 1.5 (Players) How do I pick spells?
    6. 1.6 (GMs) How do I create a new Microlite20 game?
    7. 1.7 (GMs) Now what? What do I need to do? (Creating locations)
    8. 1.8 (GMs) How do I create monsters/NPCs/equipment/items?
    9. 1.9 (GMs & Players) How do I change the image of an object/my character?
    10. 1.10 (GMs) Can I change the way the token looks on the map?
    11. 1.11 (GMs) What do all the other icons do?
    12. 1.12 (GMs) How do I move game objects from one location/object to another?
    13. 1.13 (Players & GMs) How do I move/place a token on the map?
    14. 1.14 (Players & GMs) How do I do OOC (out-of-character) chat?
    15. 1.15 (GMs) I have a player's join request, now what?
    16. 1.16 (GMs) How do I use the Fog-of-War controls?
      1. 1.16.1 Creating a new cloud
      2. 1.16.2 Revealing/hiding areas with the clouds
  2. 2 Non-combat Role Playing
    1. 2.1 (Players) How do I play? How do I post?
    2. 2.2 (GMs) How do I post game messages?
    3. 2.3 (GMs & Players) When do notification emails get sent out?
    4. 2.4 (GMs & Players) How do I do dice rolls? What are dice roll formulas?
    5. 2.5 (GMs & Players) How do I perform skill checks? Or any DC checks for that matter?
  3. 3 Combat!
    1. 3.1 (Players & GMs) Things you need to know about your character's stats
    2. 3.2 (GMs) How do I start combat?
    3. 3.3 (GMs) I don't have the battle controller beside the New Objects link. How do I get it?
    4. 3.4 (GMs & Players) How to I attack, move...do stuff, in combat?
      1. 3.4.1 Moving
      2. 3.4.2 Attacking with a weapon
      3. 3.4.3 Attacking with a spell
      4. 3.4.4 All other actions or manual actions
  4. 4 Playing the game manually (without the scripts)
    1. 4.1 (GMs) Modifying object parameters
    2. 4.2 (GMs) Giving characters/monsters a condition (like Dead, Unconscious, Sleeping, Helpless...etc)
  5. 5 Creating your own game content (new equipment, new monsters...etc)
    1. 5.1 (GMs) How do I create new weapons?
    2. 5.2 (GMs) How do I create my own monsters/NPCs/Races?
      1. 5.2.1 Specifying starting equipment/armor/abilities fields require special formatting
  6. 6 Microlite20 features and controls
    1. 6.1 Automatic, player character storefronts
      1. 6.1.1 Setting up your storefront
      2. 6.1.2 How to use a storefront
    2. 6.2 Encounter Roller
      1. 6.2.1 How to setup the encounter roller
    3. 6.3 Campaign: Room Package
      1. 6.3.1 How to setup the room package
    4. 6.4 Inventory
      1. 6.4.1 Putting things IN your inventory
      2. 6.4.2 Taking things OUT of your inventory

Getting Started

Where is the website?



(Players) How do I join a Microlite20 game?

If you go to the Game Lobby and have a look in the window on the right, you'll see a column called Game Type denotes the type of game running on a given line. Just look for Microlite20 in that column and click the Apply to join link for that game. You'll be taken to a page where you can fill out your Character Name select your Character Type and fill out a Character Description if you desire. 

TIP: Your GM can change your character name and your description later, don't worry about making mistakes here.

TIP: It is a little known fact that you can actually apply with multiple players. Once you've been approved for your first player, have a look at the game again and you'll see a little + symbol beside the game, if you click it, you'll be prompted to apply again with a new character.


(Players) How do I setup my character?

This section needs to be updated. New game mechanics now exist to make this process much more streamlined.
When you applied to join the game, you were asked to select a Character Type. This was where you were able to choose your Race. Once you get into the game, click on the World tab and it will take you to your character. You will notice that your stats have been rolled for you. The roll for each stat was done using the formula: 4d6 drop lowest. You now have the ability to swap your stats around to get them arranged for your character. To do this, scroll down to the Player/Character Options section and look for the Character Stat Generator object. It will show up in blue. This object will have 2 purple actions you can click on. The one you want is Swap Stats which, when you click on it, it will prompt you for the two stats you wish to swap. Continue doing this until your stats look the way you want.

If for some reason you need a stat boost, your GM can modify your stats. 

Now that your stats are all in place, you can choose your class by locating the Class Chooser (in blue) and clicking on the class you wish to be. At this point, the rest of your character sheet will be calculated and you should be ready to pick your spells, buy weapons and anything else you need.


(Players) How do I buy weapons/armor/items?

This section needs to be updated. New game mechanics now exist to make this process much more streamlined.



(Players) How do I pick spells?

This section needs to be updated. New game mechanics now exist to make this process much more streamlined.



(GMs) How do I create a new Microlite20 game?

  1. Go to the Game Lobby if you aren't already there.
  2. Click on the New Game button at the bottom of the window on the right.
  3. Give your game a unique Game Name.
  4. Choose the Microlite20 option from the Game Template dropdown box.
  5. Fill out any additional fields and then hit Submit.


(GMs) Now what? What do I need to do? (Creating locations)

Now that you've created your Microlite20 game, you'll need to setup your adventure. You'll need to add maps, monsters and perhaps even game notes to your game before you'll want players to join. So, first thing's first. Create some locations (aka maps)! Think of a location like a file folder, you can put things in it, and you can move it around. Locations can be inside of other locations (but a location can't be inside of an object ...I think, I never tried it actually...). 
Here's how to create locations:
  1. Go to the Location Editor tab.
  2. Fill in a Location Name. It can be anything you want, you can even have name duplication (but I don't suggest it, you'll get lost for sure!). 
  3. Fill in a Location Image if you need one. 
  4. There are two types of locations: 1) Interactive Map and 2) Basic Image. If you intend on using this location like a game board, you'll want to choose Interactive Map. If the location will simply serve as part of a role playing section where no movement is performed, you'll definitely want to use the Basic Image. Interactive Maps allow you to place tokens on the map to represent characters, monsters and items where as Basic Image will not do this. It will simply serve as a background image for your game/location.
  5. For Interactive Map types, you'll be able to set the default Zoom level. This simply makes it so navigating to the location will always ensure the same zoom level to begin with (if your map is particularly high resolution, you'll probably want to zoom out a bit (a larger number). If your map image is a low resolution, you may want to zoom out a bit (a smaller number like 0.5). TIP: Don't use negative numbers! If you want the map to be smaller, use fractions like 0.2 or 0.5.
  6. Provide a description for this location. This description will be visible to your players so make sure it doesn't give anything away!
  7. Provide any Game Master notes necessary for the location. These notes will ONLY be visible to GMs, not players.

TIP: If you want to move locations so they are inside of eachother, use the same technique as moving objects (see How do I move game objects from one location/object to another). 

Now you'll probably want to create some content for your game, most of which will likely be monsters. You create monsters the same way you create any other game object in the game (see How do I create monsters/NPCs/equipment/items).



(GMs) How do I create monsters/NPCs/equipment/items?

Its easy to fill up your game with content, everything can be done from the World tab:
  1. Go to the World tab if you're not already there.
  2. Navigate to the location (or object) you wish to put your new objects. To do this, just click on the blue links until you see the desired object in big white letters at the top of the left side of the screen. For example, if you want to add Spells to a character, you'll want to navigate to the character or, if you want to add a monster to the map, you'll have to navigate to that location instead.
  3. Click on New Objects in the grey bar at the top of the right side of the screen.
  4. Select the specific Object Class that you need (Example: spells, weapons, armor, characters/monsters..etc) or you can choose to search All
  5. Type the name (or part of the name) of the thing you need to search for and press Enter on your keyboard or click the Search button.
    TIP: All spells have their spell school embedded in their name to make it easier to search for a specific school. Just make sure to include the school you need in your search.
  6. Check all the boxes of the items you wish to create then click on the Add Selected button. A quicker way to add a single object would be to simply click the Add Now link next to the object you wish to create.


(GMs & Players) How do I change the image of an object/my character?

Players can only change their own image while GMs can change the image for any object. To change an image, navigate to the object that you want to change the image for and click on the  icon. A combo box will appear allowing you to select the image you want. 

If you want to upload your own image, click on the  icon in social bar at the bottom of the screen. This will take you your My Images section where you can upload your own personal images to be used in your games. Please take special note of the fact that any dashes (-) found in the filename will be used as directory separators. For example, if you upload an image called weapon-sword-sword1.png, it will be found in the (user)/(weapon)/(sword)/sword1.png folders when picking the image (it is always put in the user directory for image you upload yourself). So make sure to rename your images to organize them and make them easier to find!

TIP: Remember! Images you upload yourself will always be found in the (user) directory when picking an image.





(GMs) Can I change the way the token looks on the map?

If you navigate to the object you want to change the token for, then click on the  icon, you will be given a list of options. 
Here is what each of them do and look like:

 Example Icon  Token Type Name  Description
  Standard Token   This is the default token style. It has a checkbox, a 3D looking backing and the object image (or name if no image is specified).
  Small Token  This version excludes the large backing but also excludes any image or name. A mouse-over the token will reveal the name however. 
  Small Token No Checkbox  As the name suggests, its the small token but without a checkbox. It will be hard to target this object without the checkbox but it has it's uses. 
   Zoomable No Backing Zoomable means when the map is zoomed in and out, these tokens will scale appropriately as oppose to the other token types which will always stay the same size. This version of the zoomable token type has a checkbox. To make it easy to target for scripted combat actions (like Attack). 
  Zoomable No Backing No Checkbox  This is the same as the previous zoomable type (read for details) except it has no checkbox. This is great for objects you don't often need to target for scripted actions.
  No Backing  This token type is very rarely used. Use it only for special objects that should always be shown at full scale (regardless of the zoom of the map). 
  No Backing No Checkbox  This is the same as the No Backing token type but it is without a checkbox. Again, this type has very few uses. 




(GMs) What do all the other icons do?

There is a row of icons on every object that allow the GM to control certain properties or perform certain actions on the object. I will list what each icon does. You may also mouse-over each of the icons to get an in-game hint telling you what each one does.
  •  Object Speak - This will take you to the New Entry tab and any game message you write will appear as though it has come from the object.
  • Hide/Unhide - Clicking this icon will cause the object to become hidden to players (or unhidden). GMs can always see the icon, it will just show  over the token.
  • Change Token Type - Clicking this icon will allow you to change the way the object's token looks on the map (see Can I change the way the token looks on the map).
  • Rename Object - Clicking this icon will cause a popup to appear, allowing you to rename this object.
  • Pin Object - Clicking this icon will toggle the pinning/unpinning of this object on the GM's grey bar at the top. See I don't have the battle controller beside the New Objects link. How do I get it as an example of this pinning in use.
  • Resize Token - When a zoomable token type is in use, you can resize the token by specifying a multiplier in the popup that appears. If you want a smaller token, specify a fraction (like 0.5 or 0.2). If you want a larger token, specify a larger number (like 1.5 or 2 or 5).
    TIP: Don't use negative numbers, if you want a smaller size, specify a fraction (like 0.3).
  • Change Image - Use this to change the image used for the token and this object (see How do I change the image of an object/my character for details).
  • Rotate Token - When a zoomable token type is in use, you can rotate the token by specifying a degree in the popup that appears. Specify a number from 0 to 360. The higher the number, the more the token is rotated clockwise.
TIP: Remember! Rotate Token and Resize Token icons will ONLY appear when using a zoomable token type.




(GMs) How do I move game objects from one location/object to another?

Unfortunately, at the time of writing, this is actually a bit harder to grasp than it should be. I've included some handy screenshots to assist.
  1. Make sure you're in the World tab and click on the blue Transfers link located in the grey bar at the top of the right side of the screen. 
  2. On the right pane (or the left), choose where you want your object to go by navigating to it (be it a location, or another object). The point is to make the destination appear in the big white label above the right side (or left side) of the screen. 
  3. Click the checkbox of the object or objects you wish to move. 
  4. Then click on the Transfer button in the far right of the screen. Your object will now be contained within the selected game object or location that you had selected in the opposite pane. Try it for yourself and you might find it makes more sense.

TIP: As soon as a player joins, you will want to move him to his starting location using this method. Otherwise he will not be able to see anything since all players start in the Game Root.



(Players & GMs) How do I move/place a token on the map?

Moving tokens around is pretty easy:
  1. Make sure you're in the World tab.
  2. Select the object you wish to move, if the object is already on the map, selecting it will cause its token to become green.
  3. Double click on the map to place the token.
One thing to note about the current interactive map component is the fact that sometimes it can be kinda tricky getting everything placed correctly when they're really close together. It is useful to use the zoom in/out features (the +/- buttons at the top of the map) to get in close and place your tokens correctly. If you're having trouble finding the token you have selected on a rather large map, just click the Find button at the top beside the zoom in/out buttons.



(Players & GMs) How do I do OOC (out-of-character) chat?

When you're in the game, at the bottom of the screen you'll see a Game Chatroom button. If you click it, the game's chatbox will pop up and you can use it to chat with people who are currently looking at the game (currently, this includes outsiders who are not a player or a GM of the game). Simply type the message you wish to send, then press the enter key on your keyboard.



(GMs) I have a player's join request, now what?

You will see new applications in the Game tab on the right side of the screen. Now just accept the application and a new character will be created for them. The new character game object will appear in the Game Root. The very first thing you'll want to do is move the new character to their starting point in the game (see How do I move game objects from one location/object to another).



(GMs) How do I use the Fog-of-War controls?

The current system for fog of war is pretty rudimentary. it was developed very quickly and will be replaced with something more intuitive in the future, but in the meantime, this is what we've got. 

The concept is as follows, you have clouds and blotches. A blotch is a single black square and a cloud is made up of multiple blotches because not all rooms are square! Sometimes you need more than one blotch to fully cover an area. I suggest creating a cloud for every room you wish to cover and name the cloud according to the name (or number) of the room. This will help you keep track of things.

Creating a new cloud

  1. Navigate to the location you want to apply FOW to
  2. Click the  button in the FOW cloud box.
  3. Give your cloud an appropriate name, usually the name of the room you are covering (you can't rename it!)
  4. Make sure your cloud is selected in the dropdown box in the FOW cloud section/box. If you have more than one cloud already, it may not be selected by default when you create a new one.
  5. Then click the  button in the RIGHT box (the blotches section), its NOT the same one you clicked the first time.
  6. If you move your mouse over the map, you'll see a new blotch attached to your mouse. Set the Size of the blotch as needed (the default is 30). 
  7. Now double click on the map to apply the blotch to the map.
  8. Repeat from step 5 to apply more blotches to your cloud.
    TIP: You have to click the green plus button every time! The same goes for the red X button for deleting.
    TIP: If you want to stop cancel adding a new blotch or deleting a blotch, you gotta refresh the page (there is no cancel button yet).

Revealing/hiding areas with the clouds

By default, clouds are Visible, in other words, they are blocking the players sight to the area. To reveal an area to your players: 
  1. Make sure your cloud is selected by selecting it with the dropdown selector in the FOW Clouds box.
    Alternatively, you can select a cloud by clicking the  button and then clicking on the cloud you want.
  2. Change the dropdown box on the right of the FOW Clouds box. It should read Visible by default. If you want to reveal the area, set the cloud to Invisible, if you want to hide an area, set the cloud to Visible

If you make a mistake and need to delete a blotch, use the  in the blotches box on the far right of the screen. NOT the Delete button just above it.



Non-combat Role Playing

MyRPG has a lot of specialized game-engine features but it is also built similar to a forum. For regular actions and dialogue, you're going to want to write Game Messages. 



(Players) How do I play? How do I post?

This section needs to be updated. There is no longer a Game tab.
Players can create a new message by going to the Game tab and clicking on New Game Message. Use these messages for both in-game dialog as well as in-game actions. Feel free to role-play here to keep it interesting. You may want to precursor actions with a >> to indicate that they are actions you wish to perform. This convention is not required and you may use whatever convention you want, but it seems like a pretty good way to do it.

Players also have the option to direct a game message to the GM by clicking the checkbox GM Only when they write their message. Use this to message the GM privately without alerting the other players.
TIP: At the moment, the OOC checkbox doesn't really do anything, its actually much better to keep OOC chat out of game messages. Please use the Game Chatroom for OOC chat instead (see How do I do OOC (out-of-character) chat).



(GMs) How do I post game messages?

GMs post game messages by clicking on the New Entry tab. Here the GM will have the ability to send messages to everyone, or just a select few players. There is another tab you can use to create dice roll messages as well, though it is rather out-dated, it should at least get you started in creating dice roll formulas (for details in writing dice roll formulas, see Dice Roll Messages/Formulas). After you send a game message, you can see all the players who are able to see the message beside it. You can also edit a message by clicking on the edit icon beside the message or delete a message by clicking on the X icon. If you need to change who can see the message, don't panic, just edit the message and check the various players appropriately.



(GMs & Players) When do notification emails get sent out?

A GM will receive a notification email any time a new game application is sent to a game of his, regardless of his online status. Players and GMs alike will receive a new game message notification when a new game message is received for a game they are a part of, but only if they are not currently online! If MyRPG has you in the Online Members list in the game lobby, then an email will not be sent. Also, only one notification email will be sent. If subsequent messages are added to the game, only the first one will send an email notification. Finally, a notification email gets sent for every private message sent in MyRPG. To access the private messages section, click on the little mail icon in your social bar at the bottom. You can also access your private messages from the Game Lobby by clicking on the Private Messages link at the very top of the page.



(GMs & Players) How do I do dice rolls? What are dice roll formulas?

You will need to get familiar with MyRPG's dice roll formulas. They look like this: {{1d20+3}}. Use any combination you'd like to get the job done. Here is an example formula that is more complex: {{1d20+6-(1d6*3)+floor(3d10/10)}}.  To see the result of your dice roll, simply include the dice roll formula in a game message and it will be calculated for you. If there are any errors in your formula, it will tell you what the problem was. For a much more detailed article on creating dice roll formulas, see Dice Roll Messages/Formulas.

Before you start writing out dice roll formulas yourself, I urge you to get familiar with the Microlite20 systems that have been created for you. Many of which will do the same rolls for you, but output them in a way that is more pleasant to look at, with less work for you (as an example, seHow do I perform skill checks? Or any DC checks for that matter). 



(GMs & Players) How do I perform skill checks? Or any DC checks for that matter?

Every character and monster in the game get created with a DC Checker object, if you navigate to the player/monster, you'll see the object down below. This object is used to perform basic DC check rolls easily and quickly. The result of the roll will be displayed as a game message with nice formatting and a clear result. This is probably the least automated way of running the game (without resorting to manually writing dice roll formulas). This DC checker may also include some combat related checks but, while in combat, you will be given a different object which handles combat related actions more exactly. 

The results of DC Checker actions are generally visible to players unless you choose one that specifically says otherwise. There are definitely going to be cases when you want to make a secret listen check to see if a player hears something without giving them a heads up that something is happening. If the check is successful, you can notify that particular person in a game message directed at him (and him only) letting him know that he heard something. This kind of subtlety is difficult to capture in a live game due to everyone being in the same room at the same time. So play-up the strengths of an online medium!

You could use the DC checker to attempt to attack a monster, but all it will do is give you the result of your roll. If you use the combat related objects instead, you can click to perform a move, then click to attack the monster you want with the weapon of your choice, and it's hitpoints will be reduced automatically with any other conditions (like death or unconsciousness), diseases or any other game elements (like poisons) automatically added to the monster. Otherwise, your GM would have to handle this manually. Using the combat objects will also help to ensure you don't accidentally attack twice because it will tell you when you're out of actions.

Unfortunately, these combat objects are not fully developed so I do suggest using the DC checker for most things for the time being. It wont be long though!



Combat!

The Microlite20 template is constantly evolving to offer a more streamlined approach to combat. The end-goal is to have most actions completely automated while offering a very open-ended playing system. This means that you'll eventually be able to simply select the opponent you wish to attack and then click on the attack action for your weapon, and all the calculations will be done for you. Hitpoints will be reduced, death will occur automatically, everything will be taken into account from strength to AC, even special magical modifiers on your weapons! 

However, until all this is achieved, there is (and always will be) a more manual approach to combat. Once these systems are all in place, you'll always be able to fallback to this manual method or even use it simply because you prefer it. If all else fails, you can certainly write out your dice roll formulas manually. Your GM will be required to edit the parameters after every combat action (like when a monster gets hit and his HP drops). But assuming not "all-else" has failed, I've created some shortcuts for you to use to get the dice rolling including the DC Checker (see, How do I perform skill checks? Or any DC checks for that matter) as well as other combat objects like the Battle Controller and some character specific combat action objects. All of these objects will be described in this chapter.



(Players & GMs) Things you need to know about your character's stats

Every character and monster have exactly the same parameters (the Level parameter for a player character is actually called Level/HD for compatibility with monsters). This means monsters and players can be used in exactly the same way. All scripts are compatible with both. I'm going to go through each stat/parameter and talk about whats up and what you can do with them.
  • Race:
    This is just a basic indication of the type of character/monster object this is. The scripts use this in some cases (specifically if it is set to Monster or Monster (With Class)). But its use is limited to character/monster creation when it is created using the New Objects link in the GMs World tab. 
  • Level/HD: Currently, this value is just a simple number. Once multi-classing is implemented, it will likely be automatically calculated by adding up your class levels. A leveling object will be in charge of making this value change (as of writing this, said object is not yet created).
  • Hitpoints: This is automatically generated when a character/monster is created. In the case of a character/monster with a class, it is generated when the Character Stat Generator has it's Finished action clicked. If you are playing manually or need to adjust hitpoints manually, the GM can change this value however he sees fit.
  • AC: This is automatically generated and takes into account any armor and shield you have have directly on your person.
    TIP: It will NOT include any equipment you have in your inventory. Only things directly under your character will be included in this total.
  • Movement: The number of squares you can move in a single turn.
  • Gold: The amount of gold you're currently carrying.
  • STR/DEX/MIND/CHA: These are your character's primary stats. A GM can modify these as he sees fit. They may also be modified during the character creation process until a character is completely created (when all the  Player/Character Options have been taken care of).
  • Melee/Ranged/Magic:  These are your attack bonuses. They are also automatically calculated BUT, in some cases, there may be something that is not taken into account. You should make sure you're aware of this and notify your GM to modify the rolls or DC accordingly. However, in most cases, these should be right and I will strive to ensure they are always right.
  • Initative: When engaging in battle, the Battle Controller (that GMs use to control the flow of battle) will roll your initiative for you. The value you find here will be a standard Microlite20 initiative roll +100. I've had to add 100 to avoid negative numbers because they mess with the calculations and make the script more complicated (yes, its the easy way out :p). If you're wondering what your actual initiative is, just subtract 100.
    TIP: Any conflicts will be resolved by re-rolling, the results of which can be seen as decimals.
  • Combat Action Points: At the beginning of each round, characters that are able to act are given 5 action points. An attack costs 3 action points while a movement costs 2. You can perform 2 movements in a single round or 1 attack and 1 movement. Combat action points are handled automatically using scripts but if a problem arises that requires manual intervention, your GM can modify this value however he sees fit.



GMs can see an additional list of parameters on each character. These are used to modify automatically calculated parameters (since you can't modify auto calculated formulas in a live game). For example, if you need to modify the Melee Bonus for some reason (perhaps a custom magical buff that doesn't exist in the game). You can manually change the melee bonus here and your Melee modifier will reflect these changes. 
  • PHYS/SUB/KNOW/COMM/SURV Bonus: These parameters can be freely edited by the GM to boost/reduce each skill category. Scripts will also use these parameters to modify skill categories.
  • Melee/Ranged/Magic Bonus: These parameters can be freely edited by the GM to boost/reduce each attack bonus category (though magic doesn't really work that way). Scripts will also use these parameters to modify the various bonuses. 
  • Racial STR/DEX/MIND/CHA Bonus: Each race gets a particular configuration of stat bonuses, this is them. They are consumed during the character/monster creation process and are not used for anything after that. If you see Applied in this parameter, it means it has been consumed successfully and is now reflected in the stat score.
    TIP: Modifying these parameters will do nothing! Ignore them. If you wish to modify stat values, just modify the actual scores themselves.



(GMs) How do I start combat?

The Microlite20 template already has something called a Battle Controller, which helps to control the flow of the battle. It has a number of actions you can perform and they work as follows:
  • Begin Battle:  Select all the characters that are going to be in the first round by checking their checkbox. Then click this action. A handy game message will be created to notify all players of the situation. The action will then do the following:
    • Roll initiative for each character.
    • Sets each character's Combat Action Points to 5.
    • Sets the Battle Controller's "Ordered Units" property to list the order of the combatants as decided by the initiative roll.
    • Sets the Battle Controller's "Current Unit" property to show which unit is going first.
  • Next Unit: This action will change the Current Unit to become the next unit. A game message will be created to notify of the turn change.
  • Add Unit: This action will add additional units to the fray, calculating their initiative and updating the Ordered Units property of the Battle Controller. You have to select all the additional units to add by checking their checkbox before clicking this action.
  • End Battle: This will reset all the combatant's combat properties (Initiative and Combat Action Points) as well as the Battle Controller's action points. Future versions of the battle controller may also automatically dole out experience (ELs) to players and/or create treasure (however this is more likely going to occur in as separate actions).
During the course of combat, there are lots of opportunities for players to make mistakes or overstep their bounds. It is up to the GM to keep tabs on things to make sure no mistakes are made. I suggest doing this by making sure to read and understand every System message that pops up in the game messages as the battle goes on. You'll want to check things like, "did a player attack a monster that was too far?", "did a player perform an action when they shouldn't have been able to?". The GM needs to maintain control over the battle, any scripting that is in place is there for convenience sake, entire battles cannot happen on their own. 



(GMs) I don't have the battle controller beside the New Objects link. How do I get it?

The Battle Controller must be created for your game. Follow these steps to create it.
TIP: If you already have a Battle Controller created, skip to step 6.
  1. Navigate to the Game Root 
  2. Click on New Objects
  3. Set the Object Class: to be Game Controllers
  4. Click Search
  5. Click Add Now on the Battle Controller
  6. Click on the Battle Controller
  7. Click the Pin icon. This will pin any object to the top grey bar for GMs.
If you have two completely separate battles going on at the same time, you will need two different battle controllers. Currently, only one battle controller can be used in one location at a time. So if you're really stuck, create a temporary location that you can perform your second battle in. But this is probably an exceedingly rare case. You usually only need 1 battle controller. Feel free to keep the battle controller in the Game Root and out of the way (since its pinned and easy to get to).



(GMs & Players) How to I attack, move...do stuff, in combat?

The template is constantly evolving to script a lot of these things so you don't have to do so many things manually. The automated features of the template help to enforce the rules of the game and keep things quick and easy. When a character or monster is entered into battle via the Battle Controller Combat Actions object is created in them that can be used to perform various actions in combat. The purpose of this object is to ensure some rules are enforced while automating some of the tedious maths involved in certain actions. As of right now, there are some basic actions you can take that are completely scripted (generally only 1 button click). I'll go through them one by one. 

Moving

  1. Navigate to the character/monster you wish to move.
  2. Click on the Standard Move or the Run action (or any other move acftions) listed below or beside the Combat Options object.
  3. If you are able to perform this action (if it is your turn, if you have enough combat action points left..etc), a system message will appear telling you how many squares to move on the map.
  4. Double click on the game map on the new location for your character/monster.

Attacking with a weapon

This describes the scripted method for performing a standard weapon attack.
  1. Navigate to the character/monster who is about to make an attack.
  2. Find the weapon you're going to use to attack.
  3. Check the checkbox of the character/monster you are attacking. (You can only check 1 at a time when using standard weapons)
  4. Click the Attack action beside the weapon you're using.

Attacking with a spell

Unfortunately, at the moment, spells use is not automated whatsoever. To attack with a spell, you will need to do your rolls manually (see How do I do dice rolls? What are dice roll formulas). The GM will have to modify the parameters to keep everything up to date. This will include reducing the Hitpoints of the caster, modifying the Combat Action Points of the caster, reducing the Hitpoints of each of the targets...etc. In the near future, spells will also be automated (many of them anyway).

All other actions or manual actions

If for some reason the scripted actions are not working or don't do what you need, then you may have to perform actions manually. The GM has full control over the parameters of each object (except for scripted for formulaic parameters). The following is a list of example actions you may need to take in game and how you would go about doing it...



Playing the game manually (without the scripts)

There are lots of reasons why you should be fully versed in doing things manually in MyRPG. Scripts can fail, they can be incomplete or they may not do exactly what you need or take everything into account. When this situation occurs (and it certainly will), you may have to roll dice and modify parameters manually. This section will describe how this is accomplished.



(GMs) Modifying object parameters

Live objects can have most of their parameters edited at the whim of the GM. Certain parameters auto generated via formulas or scripts, cannot be edited by hand. If you need to change the value of one of these parameters, consider influencing the parameters these special parameters are based on. For example, the AC parameter on Characters/Monsters objects is automatically generated using the formula 10 + Dexterity Modifier + Equipment AC Bonus. If you need to increase the AC of a monster, considering upping his Dexterity or giving him an armor or shield (or even some natural armor). 

To modify regular parameters, navigate to the object you wish to modify and click on the Edit button next to the Parameters heading in the left column. Then simply modify the parameters you need to and then click Save Changes when you're done. The save button is in the same place the Edit button was.



(GMs) Giving characters/monsters a condition (like Dead, Unconscious, Sleeping, Helpless...etc)

Conditions influence the way the scripts work. For example, being helpless will remove a character's dexterity modifier from his AC. It is therefore important to make sure conditions are set on characters and monsters appropriately. If you need to create a new condition on a character/monster, simply navigate to the character/monster and then follow the same technique described here: How do I create monsters/NPCs/equipment/items.








Creating your own game content (new equipment, new monsters...etc)

You are welcome to use the game content provided by the template but you can, of course, create your own content as well! The next few entries will deal with how to create each type of game content with step by step instructions.



(GMs) How do I create new weapons?

The Microlite20 template comes with all the weapons listed in the M20 players PDF as well as most of the monsters natural weapons (like claw, bite..etc). Rather than creating completely new weapons, if you just need a long sword with a different damage (or some other different statistic), you might be better off just changing the damage on it when it gets created (especially if its a starting weapon for a monster/NPC). For details on how to do that, see ############.

If you really do need to create your own weapons, here is how to do it:
  1. Click on the Object Types tab
  2. Click on the New Item Type button (yea, it should read New Object Type)
  3. Provide a name for your new weapon in the Object Type Name field
  4. Select the Weapons option in the Object Class field
  5. This is NOT a player object, so keep it unchecked
  6. Provide a Description if you feel it necessary. Might be nice for looks.
  7. Click the Create button
    TIP: You can't select an image until you create the object first. Its just the way the system works.
  8. Now you can select the image you want (see How do I change the image of an object/my character)
    TIP: Make sure you select your image first! If you select your image after modifying parameter values, your changes will be lost!!
  9. Now fill in the appropriate parameter values for this weapon
    • Type - Select the weapon category this weapon falls under. The categories are fairly straight forward.
    • Cost - Enter the cost in gold pieces. If the weapon doesn't cost anything, just leave it 0.
    • Damage - Enter the damage formula (no need for {{}}, just write the formula like 1d6+2 or 3d8..etc)
    • Range - Enter the range in feet, remember, each square is 5 feet. If the weapon offers no additional range, you may leave this field 0 or -.
    • Reach  Weapon - Choose Yes if the weapon cannot attack adjacent squares but can attack further squares (based on the range given in the previous field)
Finally, one of the most important steps is adding the Attack action to the weapon. This is done by adding a single line of code to a new Attack script. Just follow the following steps exactly:
  1. Click on the Object Types tab
  2. Search for your new weapon (specify Weapons in the object class field and provide the name of your weapon in the search box, then press search)
  3. Click on your weapon to edit it
  4. Click on the Scripts tab at the top
  5. Set the Script Name field to Attack.
  6. Set the Script Type field to Battle Script.
  7. Check the Player Triggerable checkbox.
  8. Copy and paste the following into the Description field: Attacks a single opponent. Make sure to check the opponent (using it`s checkbox) before clicking this action.
  9. Click on Edit Script near the bottom.
  10. Copy and paste the following into the script editor that pops up: tool.executeGlobalScript("performWeaponAttackAction", [self.getParent(), self, targets[0]]);
  11. Click the Save button at the bottom of the script editor window.


(GMs) How do I create my own monsters/NPCs/Races?

The Microlite20 template comes with a number of races and monsters with scripting in place to auto generate a number of stats. In most cases, the existing monsters will do the trick but in some cases, you may want to create your own monsters or races. If you just need slight modifications to the existing races, I suggest making those modifications after creating the live object. That would involve modifying the parameters of your live objects and giving them equipment to use (see Modifying object parameters and How do I create monsters/NPCs/equipment/items).

However, if you need to create many monsters with the same stat changes or specific starting equipment, it might be worth it to create your own. Unfortunately, there is no clone option in myrpg for creating similar object types, so if you need to copy most of the stats for an existing object, you'll have to do it by hand. The next instruction set will take you through the step by step process of creating a unique monster. You may also use this process to clone an existing monster, just fill in the parameters according to what the monster/race you want cloned has. 
  1. Click on the Object Types tab
  2. Click on the New Item Type button (yea, it should read New Object Type)
  3. Provide a name for your new race/monster in the Object Type Name field
  4. Select the Characters/Monsters option in the Object Class field
  5. If you want your players to be able to choose this race/monster as their character, check the Is Player Object checkbox
  6. Provide a Description. The description will be visible to all players who can see the object, so make sure it doesn't give anything away that they shouldn't know.
  7. Click the Create button
    TIP: You can't select an image until you create the object first. Its just the way the system works.
  8. Now you can select the image you want (see How do I change the image of an object/my character)
    TIP: Make sure you select your image first! If you select your image after modifying parameter values, your changes will be lost!!
  9. Now fill in the appropriate parameter values for this new monster/race (make sure to read the instructions for each field, they can be important!)
    • RACE - This is a very important field because it determines the algorithm used to generate stats and Player Options. You will want to chose Monster as a race (even if its a human!) if you don't want to manipulate stats or choose a class every time a new instance is created. Monster races will NOT generate the Character Stat Generator, Class Chooser or any other Player/Character Options. It will instead attempt to generate a complete NPC with the stats values or roll formulas you specified. This means that hitpoints are generated immediately instead of after the Finish button is clicked on the Character Stat Generator because there will be no such object!
      The Monster race makes it easy to create low maintenance monsters on a whim because you don't have to go through the character creation process (picking classes, swapping stats around..etc).
    • Challenge Rating - Set this to whatever you think is appropriate. Encounter generators will use this to try to generate random encounters that are within a specified CR.
      Note: There are no encounter generators yet! Don't start looking for one :p
    • Level/HD - The level or Hit Dice of the monster this is. If you're creating a player usable race, this should always be 1! They can go through the level-up process later. Only Monster types should have something other than 1 specified.
    • Hitpoints/Maximum Hitpoints - If you specified Monster as a race, it is mandatory that you set the Maximum Hitpoints to either a value or a dice roll formula (without the {{}}). For example, it could be 12 or 1d8 or 4d6dl1...etc. (See Dice Roll Messages/Formulas for details on dice roll formulas)
    • AC -  I suggest leaving this alone. It is automatically calculating the AC based on equipment and dexterity of this monster/race. If you need to up the AC, consider adding armor or other equipment in the Starting Armor or Starting Shield fields. 
      TIP: Make sure you read about how to specify starting equipment, it requires a special formatting!
    • Movement - Specifies the number of squares this race/monster can move in a standard move action.
    • Gold - Specifies the amount of gold this race/character starts out with. You can specify a random amount using a dice roll formula that INCLUDES the {{}} formatting. For example: {{6d10}}
    • STR/DEX/MIND/CHA - Specifies the stats for this race/monster. By default, you will see {{4d6dl1}} in these fields. This dice roll formula means 4d6 drop lowest 1. If you'd rather specify your own formula or a specific value, this is the place to do it!
    • Maximum Strength/Dexterity/Mind/Charisma - Leave these alone, they will be filled in automatically.
    • STRB/DEXB/MINDB/CHAB - Leave these alone, they are calculated automatically.
    • PHYS/SUB/KNOW/COMM/SURV - Leave these alone as well, they are calculated automatically based on Level/HD + <Skill Name> Bonus. 
      TIP: If you need to change these for your race (a common thing to do), modify the PHYS/SUB/KNOW/COMM/SURV Bonus field instead.
    • Melee/Ranged/Magic - These are calculated automatically, they don't need to be modified. If you need to change these for your race, modify the Melee/Ranged/Magic Bonus field instead.
    • Initiative...to...Range Attacks Remaining - All 4 of these fields are combat related and controlled by the Battle Controller. Just leave them as dashes (-).
    • Bonus fields and Racial Bonus fields - This is where you specify race related bonuses. If there is no bonus, just leave them as blank or 0. 
    • Starting fields - These are special fields that create sub-objects on this race/monster when it gets created. For example, if you want to provide your monster with a Long Sword, you would specify it in the Starting Weapons category. You MUST ensure that the object exists! It may not complain about missing object types, so the equipment/abilities you specify will simply be missing with no explanation. These fields require very special formatting and the details of which is described next...

Specifying starting equipment/armor/abilities fields require special formatting

These fields (example: Starting Weapons, Starting Armor, Starting Abilities..etc) are special in that they require a special formatting. I'm going to give a number of examples so you can learn by seeing:
  • A adding a single dagger to the Starting Weapons field:
    • <<Dagger>>
  • Adding a Long Sword and a Shortbow to the Starting Weapons field:
    • <<Long Sword>><<Shortbow>>
  • Adding a long sword with a different damage formula:
    • <<Long Sword(Damage: 2d6)>>
  • Adding a Longbow with a different damage and range:
    • <<Longbow (Damage: 2d10 & Range: 50)>>
  • Adding a Shortbow with a poison in it:
    • <<Shortbow <<Drow Poison>>>>
  • Adding a Shortbow with a poison in it and a different Damage and Range:
    • <<Shortbow (Damage: 2d6 & Range: 60) <<Drow Poison>>>>
That should pretty much cover everything. You can see you have a wide variety of customization options when it comes to adding starting equipment and abilities. Keep in mind that you can also add things like Player/Character Options as well (like the Stat Bonus object) which allow further customization during the character creation process.


Microlite20 features and controls

The game system contains numerous helper objects and scripts to keep things running smoothly and somewhat automated. For example, there is an automatic storefront object that allows players to buy their goods without the help of the GM, while ensuring they go over budget. 


Automatic, player character storefronts

If the GM desires, a storefront can be setup for players to purchase goods automatically. A storefront object can be populated with Weapons, Armor, Shields and Items, all of which have a Cost (in gold). 
TIP: If you wish to modify the cost of the objects in the store, you may do so by editing the objects you have filled the store with. 
TIP: Only the cost of an object can be modified, any modifications of any other parameters (like damage) will simply be ignored and the original Object Type's value will be used instead.

Setting up your storefront

  1. Create a new storefront object (its under Game Controllers)
    (see How do I create monsters/NPCs/equipment/items for object creation details).
  2. Move the storefront object to whatever location your players are (or they wont be able to access it. Keep in mind when the buying period is over, remove the store from that location so the players can no longer access stores. I suggest putting it in the Game Root when they're done.)
    (see How do I move game objects from one location/object to another)
  3. Now create all the Weapons, Armor, Shields and Items that should be available directly into the storefront object.
  4. Optional: Modify the prices of the objects to suite your needs by navigating to each object you created in the storefront, clicking the Edit button beside the parameters label and change the Cost.
    (see Modifying object parameters for parameter editing details)
  5. Optional: I also suggest renaming your storefront. For example, for a weapon shop, try renaming your storefront to Weapon Shop. 
    (see What do all the other icons do for renaming details). 


How to use a storefront

Players are supposed to be able to use a storefront without the aid of the GM to buy their equipment and goods automatically. 
  1. Navigate to the location where both you (the character) and the storefront are located in the World tab (note: players are always on the world tab now).
  2. Click the player's checkbox (the checkbox of your character if you're a player) and then click the Begin action on the storefront.
    The storefront object will be transferred into your character and the player will now be able to browse what is contained within the storefront.
  3. Navigate to the storefront which is now located within the character you chose checked.
  4. Browser the goods in the store, you may click on the items to see their parameters (cost, damage, description...etc).
  5. Check any goods you wish to buy and then click the Buy Item action that you can see in the storefront.
  6. Important: It is very important that when you're finished with the store, that you click the Finished action on the storefront object. This will release the store to be used by other players. The storefront will be returned to the location which it was taken.


Encounter Roller

This is an object that allows the GM to a random, pre-programmed event. The result of the roll will simply be stated (hidden to the players) in a system message for the GM to see. For example, you may want to roll 1d6 where 1 and 2 result in nothing, 3 and 4 result in an encounter with an orc and 5 and 6 result in an encounter with 1d4 orcs. This object allows you to roll these kinds of things with a single click, the result of which is displayed nicely in a system message.

How to setup the encounter roller

  1. Create a new Encounter Roller object wherever you want. If you will be using this roller often, you may want to pin it.
  2. Edit the description of the Encounter Roller to tell the GM when it should be used as well as any other relevant notes about the roller and its actions.
  3. Edit the parameters of the Encounter Roller. First specify a Roll Formula that will be used. This should just be a basic dice roll formula, nothing special. Make sure you don't wrap the formula in curly braces {{}}.
  4. Now specify the Roll Result using the following format: 
    #-#=Text, #-#=Text, #=Text....etc

    Here is an actual example:
    Roll Formula: 1d6
    Roll Result: 1-3=Nothing happens, 4=The player finds a key on the ground! (only once, otherwise, nothing happens), 5-6=1d4 rats start attacking the players

When it is time to roll the formula, just click the Roll action on the encounter roller. A new system message will be created with the result of the roll and the message will be hidden from players. 



Campaign: Room Package

This is another Game Controller object that allows a campaign/adventure designer to store the contents of a room within an object for later unpacking. For example, if you had a room with 10 enemies, 12 crates and 2 chests, it might be very difficult to play with so much stuff littering the world. This object allows you to pack all those objects up until they actually need to be used in the game. It is also a convenient way of hiding objects that cannot be seen by players (until they enter the room). 

How to setup the room package

  1. Put all the objects that will be hidden in this room package where they should be on the map. Set them up the way they should be when the players see the room for the first time.
  2. Create a new Campaign: Room Package object in the location where your room is. It is a Game Controller object class. And place the object on the map where the room is (so its easier to find).
  3. Rename the room package to reflect the room it pertains to. For example, if it is a package for room number 3, you might call it Room 3 Package.
  4. Now check all the objects you wish to hide in the package.
  5. Then click the Pack action on the package object.

Now when it is time to unpack the object, all the GM needs to do is click the Unpack action.
TIP: You may want to include some details about the room in the GM package; it can serve as a GM note for the room.
TIP: Remember, you don't need to hide any of the objects that you're going to be packing, its actually better if you don't, because they will be hidden in the package until its time.



Inventory

Every character automatically gets an Inventory object. This object is used to store things that are not considered equipped, on the character. This is where you would put extra armors and weapons that are not currently being used. Players can take things in and out of this object using it's Put in and Take out actions.

Putting things IN your inventory

  1. Navigate to your character
  2. Check any Weapons, Armors, Shields or Items on your person.
  3. Click your Inventory object's Put in action.

Taking things OUT of your inventory

  1. Navigate to your character's inventory object
  2. Check any Weapons, Armors, Shields or Items in your inventory.
  3. Click the Inventory object's Take out action.