Tale of Tales
So if you want to use the VD to its fullest, there are a couple of things to know (At least until a version 2 help file is made at full time of release) and when I can provide pics, I’ll do so.
Where to Download
Virtual Daivve can always be found at this website:
or download it at (sorry, making a new download for p04 soon with all data that has been added)
Current Version: 2.17.07p04
NOTE: While this is p04, it contains most of the fixes to function properly.
It is important to remember that as long as the version stays the same, you can use whichever patch as long as everyone else is using the same version. Example:
1.0.2p0 and 1.0.2p2 work together because the version number is the same even though the patch is different.
1.0.3p0 cannot connect to 1.0.2p2 nor vice versa because the version itself is different.
- I believe it was mostly compatability, but p05 should not be used due to a bug with rolls (example: adding attack roll twice when called once thus 2 d20s).
- Skills will now show the number next to it in the macro window (but unfortunately as tested, it will not show it with custom skills)
- Initiative will now show the number next to it in the macro window (but only if its set to the initiative via #INI). Still does not add half level so needs to be upped manually.
- Recompiled cause it was causing issues it seems on some systems it was tested on.
- Fix /roll function.
- Crit Dice fix on non-Weapon damage based powers.
- “can not” changed to “cannot” in the languages output
- Power Points are now reset when you take a short rest.
- AoE Powers can now be set so in the macro dialog.
- Powers that are Used (grayed out) will no longer spent power points.
- AoE Powers will now become “Used” when they are first used. This includes at-will powers. When you use any other power, your at-will power you just used will be set as Unused. You may also set this and any other power as Used/Unused by holding the Alt Key and clicking on one of the roll buttons (Last part not new).
- /help dlsay, lsay, and such are separated by line now.
- The /tell bug is now fixed. Basically it would become stuck whenever you changed the type of message being sent. All of the dropdown boxes were set to be private despite the text.
- The Character sheet now updates seemlessly and properly instead of requiring the update button to be pushed and the skill buttons pushed.
- DM whisper should work DM should be able to receive tells again properly.
- Connection issues should be fixed.
- [[VD Info#Language|LANGUAGE FEATURE!!!]] (explained below…)
- A New tool: VD Data Manager
- A few other fixes.
- Note: As of the current time of release with p01, you need to get p00 to get the VD Data Manager.
They will stay loaded after you create one and exit the program. You do not have to reload the character. ALWAYS, ALWAYS, ALWAYS choose “View” over “Load” in the character dropdown or you will continue creating more characters. That is part of the reason for the macro screw ups. Also, characters always autosave on any changes you make.
VD Data Manager
This tool is entirely optional to use, but it could help you out if you don’t have a character builder external program. In short, this is the program that is used to access the files that VD will use for your characters. They are entirely localized and one does NOT have to give to the others those files if they don’t wish to. The only exception to this however is Languages as mainly the DM needs access to the languages if he wants to read them or an error will come up should someone use said language. In the future, its planned to be the new tool specifically for the VD program that can also use other files to sync the data.
In the Language section, I provided a link to the download for all of the languages, some of the classes, and some of the weapons.
User Variables can simply be called by using ^ and the name. So as an example, if you made a user variable called DRAIN, then to call it, you would use ^DRAIN
Before going on about Macros, it is important to note that even if you imported a character whether it was using the Online Character Builder (if it works) OR the Legacy Character Builder, it cannot differentiate powers or how something should work. For example: If you were a swordmage and had Intelligent Blademaster, Even though the melee basic attack field would be modified to show Intelligence for Attack and Damage, the VD CANNOT read it. Therefor making a macro tab out of the character sheet will bring the basics (Melee Basic Attack, Ranged Basic Attack) as if you were assumed to have it (since you do), Second Wind (also unmodified from the base), etc.
Two macro setups should be remembered. They are % and $.
% – This is adding the half-level to a stat that is chosen.
$ – This is adding just the modifier of the stat.
The stats are:
If you want an attack roll that functions off of Constitution to work with a +1 bonus, you would use:
%CON + 1
To further that, if you want to do the damage roll where it uses the same Constitution stat with a +2 bonus, you would use:
$CON + 2
Macros have interesting effect choices you can setup such as Reliable for any of those reliable keyword powers, Utility for the utility based powers, items for the item based powers. Also, everything is completely defined in the power.
AoE mark is to designate a power being an “AoE” power. All this does is mainly for those that use Power Points to not overly spend points even on at-will powers.
Output Name: This changes the output name from the normal. Normally, it is the name of the Macro tab. So the Output name replaces that dice name.
The Conditional Effects is useful for certain things happening on specific parts like die rolls This is useful more as a Wild Magic Sorcerer who relies on evens and odds on die rolls for powers or even the chaos bolt power that does something different depending on the die roll. Another useful thing this can be used for is defining things like if you roll a 20 on Death Saving throw, you could define that 20+ means I can spend a healing surge and am no longer unconscious.
In Version 1 of VD, Effects used to be all preset. Now with version 2 of VD, that is removed. The main reason is because you never know when you may have something additional like the preset Custom 1-3 which meant what to anyone besides the person that put it on (and assuming they remembered)?
So all effects are created by hand. This makes it also interesting so you can setup effects while naming them should they be different. Example: If you chose User Defined Category with Misc 1 effect, you could name it “Super Curse” and define how long this effect lasts, If Joe was the cause of it, A damage type if it has one, and how much damage it would take. Also, you can define a brief description of what it does. Doing so, when applied, it will be shown in the effect box on the pog right under the applied effect. So it would show:
Super Curse (EoE) : Joe
This is a curse beyond normal curses.
Since it can be saved, you can just quickly call it back on another pog with the Add Quick Effect. You can also add it multiple times. The multiple times part is very useful for things like an Assassin’s Shroud so you can remember how many times you put a shroud on the target. Of course, then that means you have to remove the effect multiple times.
Normally I wouldn’t put this in, but considering that the VD uses most of the same terminology as Living Forgotten Realms (LFR) online community, I figured I’d throw this together. It could help as well for shortening those long descriptions.
MBA = Melee Basic Attack
RBA = Ranged Basic Attack
BA = Basic Attack
M/AC = Melee against AC 1
SE = Save Ends
EoE = End of Encounter
EoMNT = End of My Next Turn
SoMNT = Start of My Next Turn
SoCNT = Start of Cause’s Next Turn 2
EoCNT = End of Cause’s Next Turn 2
CA = Combat Advantage
Dmg = Damage
HS = Healing Surge 3
HSV = Healing Surge Value 3
1 M/AC: The creator of VD used this setup for determining power, range, and defense. You don’t need to use it this way, but that is what its definition is.
2 SoCNT/EoCNT: Not really used in LFR as it would be the EohNT or End of His/Her Next Turn.
3 HS/HSV: No, there is no terminology in VD that uses it, but it is used quite often in LFR to define those shorthand.
You have multiple calls for damages, effects, and how to trigger them.
SHIFT + Clicking the damage dice will toggle the crit damage. So if you JUST rolled a crit, and you need regular damage for some reason, you would hold CTRL and click the damage die button. It can also be used if the crit was in the middle of the attacks.
ALT + Click the power will refresh the power or expend it.
CTRL + Clicking the Damage die will use Miss damage/effects if there is any in the damage area. For things like half damage, it is best to use /DMG to register HALF-Damage which is based purely on the damage field.
Further break down is:
Power Effects will be displayed when you are rolling the attack rolls.
Hit/Dmg Effects display when you are rolling the damage die.
Miss Effect will display when you are rolling the damage die in Miss mode.
Weapon ID is important. First off, if you add Weapon/Implement added to the power, then it will always assume the d20. You want to note this because in the attack roll area, you do NOT need to put in “d20” for whatever reason or you will roll d20 twice.
You want to create a Weapon ID for each weapon/implement you create. The reason is that whatever you assign, it makes it easier to switch on the fly. Useful for people who have multi-weapon usages for certain situations at times. So for instance, if you have a Rapier +2 assigned to weapon ID “Rapier Right” and a Short Sword +1 assigned to “Short Sword Left,” perhaps a melee basic attack comes up and in the melee basic attack, you have Rapier Right assigned to it. Though, if you feel the need you want to attack with the Short Sword, instead of changing the power everytime, you can simply go to the left drop down box in the macro window, click Rapier Right, and in the right drop down box, change it from Rapier +2 to Short Sword +1. This now globally changes any power in the macros to use the Short Sword +1 if it has “Rapier Right” assigned to it.
Critical Dice in the power window should be set to 0. If you roll a Critical Hit, it will read from your weapon/implement. What that is for is if you have something special for the critical in addition to the weapon/implement.
Brutal is easily addable with any damage die. To add it in, simply add “b#” to the end of the die where the number equals the brutal type. So a Brutal 1 on a d6 weapon would read d6b1.
This changes quite a few things in the macros.
Expand Die Rolls will further expand the information of die rolls. Example:
Without Expanded Die Rolls, it displays: (10+3+16)
With Expanded Die Rolls, it displays: ((8+2)(8+8))
Critical Threshold: This will change your critical threshold of your powers.
Die modifier will change your bonus to your attack roll as an additional. So, if you have 2 extra bonus, you can apply it there. It will be displayed at the end for without the mod and with the mod. Example: If you have a 2 in the Die Modifier and on a die roll of 15 with a +10 total attack, it will display as 25 (without the mod) : 27 (With the mod). If you have the the die mod and the CA checked, it will add the total to the with mod. Taking the same example, and you had Combat Advantage checked, then it will display as 25 : 29 but will not breakdown why.
Combat Advantage will add +2 to the attack roll and show you at the end without and with. Example: a die roll of 15 with a +10 total attack with combat advantage checked off will display: 25 (without CA) : 27 (with CA)
Damage modifier will change your bonus to the damage roll in addition to what is there. However, please note that /DMG does not work in that field.
Running Dmg Total will continuously add damage starting from when the checkmark is placed. So, if you check it off and do a damage roll, it will start adding from that damage roll. However, if you check it off after a damage roll was already made, it will not add from that previous damage roll. It will be displayed in the format of Current Damage and Total Damage. Example: If you have it on and you roll 11 damage, it will be displayed as 11 : 11. If the next thing you roll is 7 damage, then it will display as 7 : 18. If you have a damage modifier active as well, then it will be displayed in the format of Damage Current, Damage Current AFTER mod, total damage. So if you have a 2 damage modifier, and you roll an 11 on the damage, it would be displayed as: 11 (Without damage modifier) : 13 (With damage modifier) : 13 (Total Damage). Then if that 2 damage modifier carried over to the next damage and you rolled a 7, then you would see 7 : 9 : 22. Once you uncheck the Running Dmg Total, it will go back to normal.
The newest feature in the game as requested (and more-so from the people that has seen its use in Fantasy Grounds 2 from a player made mod). This works very simple like, but you WILL need to input some things. I provided a download link to my language file that already has them listed for your purpose.
Language, some classes, and some weapons download: [[file:tale-of-tales/DnDData.zip|DnDData.zip]]
Just put this inside your VD Folder/DnDData
To call it up requires a few changes.
- You must go to your character sheet and make sure that you are considered the “Active Character” by making sure the checkmark is shown in the box beside your level.
- You will have a new tab called Languages. Go to it.
- Make sure Common is added since that is default for everyone to have. Now add every language that your character knows. We shall use Elven as the example language for the purpose of learning how to use it.
- Once that is done, save your character, and go back to the main screen.
Now that you are done, on the main screen, to call up your language when needed, it is quite simple.
The command is: /lsay
When you use it, you have an argument the first time for its use. In this case, the argument is: (Character) (Language) (Message)
The example would be: /lsay Player Elven I’m speaking a different language.
Which comes out as:
Player says in Elven: I’m speaking a different language.
For those that doesn’t have the language, it appears as something like this:
Player says in some language: Johhreajosaf-
Of course, after the command has been used once, the player simply has to use: /lsay My new message
The example basically means “/lsay (message)” as it will use the previous character and language.
Keep in mind that as simplistic as it is, the DM has a different command. He does not need any active characters to make use of this. The DM will ALWAYS understand the language and he will ALWAYS have access to the languages in his database.
For the DM, the command is: /dlsay
The arguments for the first time is the same as the player. The difference is that you don’t need an active character to use it.
Also, if you use “/dlsay (message)” it works using the last named character and language like the player.
If you have multiple “Active” characters, to determine who understands the languages, the program reads if any of your characters can read it. If you have a character that can read it, then it will show you. Using the above example in the player section and adding a character named Played for the player and Joe for the DM, Played will have Common and Draconic. Player will stay with Common and Elven.
Bob says in Draconic: Interesting that you ally yourself with them.
(Player) Joe says in some language: awlha;klas;foh
(Played) Joe says in Draconic: Interesting that you ally yourself with them.
So if you have 2 characters active giving you a total of 5 different languages and someone speaks a language none of your characters know, it will simply go to the default of “Character says in some language: blah” and end of story.
If there is anything I may be missing or you feel should be added, please let me know.