View Full Version : [MoreCore] Battletech: A Time of War Extension

September 19th, 2020, 13:59
Hi everyone, a thread related to this one has been going for some time in the CoreRPG Section. I have decided to create a new thread here so my modifications to the Extension can be captured better.

This extension is for those wanting to run A Time of War campaigns in the Battletech universe.

The current version is ATOW V1.3.5 uploaded here on 270421.

I won't detail the earlier versions. All new versions will be uploaded into this post.


V1.2.7 - This provides the GM with the ability to conduct personal combat and Mech Combat encounters. The attached notes detail what included and how the layout works. Added automation for the Mech Range modifiers and applied damage. It currently works with FGC. I will be testing it with FGU over the coming weeks.

V1.2.8 - Added automation for all range modifiers (Mech Combat and Personal Combat). New Dice Rolls created to cater for standard Ranged attacks, Melee attacks and Thrown weapon attacks. The range data is taken from the weapon information either in the campaign database or the ATOW Data Module. The latest Data Module is also attached.

V1.2.9 - Updated after some files needed changing to work correctly with FGU. Also now tested with MoreCore V1.60.

V1.3.0 - Updates to damage applied taking account of the Glass Jaw & Toughness Traits. Wound modifiers now correctly applied. Additional effects added for location wounds (arm, leg, etc). Combat Sense and Combat Paralysis automatically applied to initiative rolls via CT.

V1.3.1 - Updates to automatically set the personal armour values based on the armour the character is wearing. Also added some house rule healing rolls.

V1.3.2 - Updates to damage applied. Subduing & Martial Arts attacks now apply only Fatigue damage. Melee weapon attacks and damage by Splash & Blast weapons now automatically select the lowest armour value in adjacent hit locations. Excess fatigue damage is converted to standard damage.

V1.3.3 - Skipped.

V1.3.4 - Updates to Combat Tracker layout to include Mech Armour and Structure values linked back to the Character Sheet (Player & NPC). Critical Damage automatically rolled when needed through the damage roll.

V1.3.5 - Updates to the Attack Rolls code to correctly determine the range between Source & Target in combat. The MUSE Extension is no longer required as this was causing errors due to recent updates to the FGU rulesets. I have also updated the theme of the extension thanks to the help of Damned.

If anyone has questions, clarifications or suggestions for improving it then post a reply to this thread.


November 10th, 2020, 09:53
Just a quick note to say there is an update to the extension and data module. This can be found in post #1.

November 16th, 2020, 08:04
The extension has undergone initial testing with FGU and all seems good so far. There were a couple of minor updates needed to a few files and these have been incorporated into Version 1.2.9. It has also been tested with MoreCore V1.60.

The latest version is avialable in Post #1.

December 29th, 2020, 17:01
Some additional automation added for personal combat damage. Traits Glass Jaw & Toughness automatically adjust damage applied. Combat Sense & Combat Paralysis accounted for when initiative is rolled by the GM from the Combat Tracker.

Latest version (V1.3.0) is available in Post #1.

January 5th, 2021, 17:40
Good to hear the good work is continuing Brotherkelly.

January 13th, 2021, 19:46
Hi everyone, another update for you. Automation has been added for setting the personal armour values based on what the character is wearing.

I have also added some healing dice rolls as part of a set of House Rules I use to provide characters with a quicker way of recovering hit points. These are entirely optional and discussed in the latest Extension notes.

Latest version (V1.3.1) is available in Post #1.

February 12th, 2021, 08:07
Latest Version, V1.3.2, is now available in Post #1.

Damage applied by Subduing and Martial Arts attacks is now applied to fatigue only.

Damage applied from Splash, Blast and Melee Weapon Attacks now check the armour value of adjacent target locations and uses the lowest value to determine the amount of damage inflicted. The damage multiplier, etc remains unchanged for the original location hit.

The Prone and Unconscious effects are applied automatically to a target when their fatigue level reaches the maximum. Excess fatigue damage is converted standard damage.

March 11th, 2021, 19:25
New Version, V1.3.4, is now available in Post #1.

V1.3.3 has been skipped as this was a very minor change.

Main updates centre around the Mech Combat and the Combat Tracker. The Mech Armour and Structure damage is now linked into the Combat Tracker so damage is applied automatically by the system.

The next update will be some time away as I work on streamlining and automating more of the attack/damage rolls.

March 14th, 2021, 00:09
Hello BrotherKelly

I need to remove the ATOW rolls from the MoreCore base because one of them is adding a handler that is causing adjustments to four that is only applicable to ATOW.

if tonumber(nDamage) > 0 then
local myTargetNewFatigue = myTargetFatigue + 1
local myTargetFat = rTarget.sCTNode .. ".four";
Debug.console("myTargetFat: ", myTargetFat);
DB.setValue(myTargetFat, "number", myTargetNewFatigue );

March 14th, 2021, 11:01
Hello BrotherKelly

I need to remove the ATOW rolls from the MoreCore base because one of them is adding a handler that is causing adjustments to four that is only applicable to ATOW.

if tonumber(nDamage) > 0 then
local myTargetNewFatigue = myTargetFatigue + 1
local myTargetFat = rTarget.sCTNode .. ".four";
Debug.console("myTargetFat: ", myTargetFat);
DB.setValue(myTargetFat, "number", myTargetNewFatigue );

No problem. I thought these might cause some issues at some point. They are all built into the ATOW Extension so shouldn't cause issues for anyone using it.

Thanks for letting me know.

Aramis Dante
March 29th, 2021, 20:06
Hi Brotherkelly,

I am new to ATOW but have always loved the BT universe. I would like to help you in some way if I am able. I am not a coder or artist but am good with making tables, and effects on FGU. I am brand new to morcore but am excited about the versatility of it. If I can be of assistance in some way please pm and let me know. Sincerely Aramis

March 31st, 2021, 15:54
Thanks for the support Aramis.

The main thing I haven't done anything about is the theme for the extension. The various window frames are based on those from the default settings. It would be good to generate a distinct theme so the window frames match from tab to tab. Is this something you can look at?

Aramis Dante
March 31st, 2021, 19:12
I don't know anything about coding myself butt I was thinking of the same exact thing because it is rather generic to look at. I was thinking about buying some assets from an art developer to use for character sheets. If that can be implemented I would be happy to help in this regard. I have money not know how. lol. I am posting a job for this in a art developers blog. I am also going to consult and ask damned if he would be interested in doing this for he knows his program inside and out. I am not sure what ruleset your mech data is using looks like battle tech total warfare, the alpha strike battle cards look easier to do but I am no expert. Also I don't know how much freedom an artist will have with your program as far as the setup goes. Looking at your pics it looks different from the sheets on the game itself. Do you care how it is setup. I was hoping for a look quite similar to the game itself, but with your code I don't know if it can be done or not. I don't want to change anything you have done, just move it around so it looks like the game is that ok. If not I totally understand. Please let me know how to proceed thanks. Sincerely Aramis.

April 1st, 2021, 11:45

The Mech data is based on Alpha strike. All character data and rules are based on the A Time of War: The Battletech RPG Rules.

I would like to keep the general layout unchanged but don't mind if the info on the different tabs is adjusted slightly with some improved graphics.

I would be interested to know what Damned says.

April 1st, 2021, 12:27
Is this the look you are after?

Aramis Dante
April 1st, 2021, 16:40
Yes I don't think that will effect the actual code of brotherkelly only the position. The only thing missing would be the alpha strike card which looks like this45345 . That is the one I don't know how it will affect brotherkelly's version. I still think it's only cosmetic but not sure. I appreciate you looking into this damned it sure is appreciated Sincerely Aramis

Brotherkelly I took great care to look for pics / ideas that would keep to your coding of the game. To the best of my knowledge this would just alter the placement and not change the work you have done except for placement. If I am wrong, I apologize for my ignorance of code. Sincerely Aramis

April 2nd, 2021, 04:32
This is what I have gotten so far.
I have zero intention of rewriting Brother Kellys whole character sheets.
I have built a bunch of custom frames and made some minor shuffles of some items.
This has taken quite a while already and is probably as far as Im willing to go with this...



April 2nd, 2021, 18:49
Hi Damned, this is great. Many thanks for doing this. I didn't expect you to do so much. Can you post the frame files and the modified extension. I can then continue and update the remaining frames in my extension. I might even play around with the colours.

Aramis Dante
April 2nd, 2021, 23:19
Thanks Damned I wasn't expecting this either great work, Thank you so much for this looks great Just adding the graphic lines makes the character record pop. You were also able to do it without moving things around either awesome. Damned if I can recompense you for doing this let me know what you want in a pm. Thanks so much. Sincerely Aramis

Aramis Dante
April 2nd, 2021, 23:23
BrotherKelly I was wondering if their is away to remove the total war image on your mod on the desktop. I use multiple monitors and it really doesn't look good on my screen. Or is there a way to modifiy it I would love to have just the lettering of it. Thanks Aramis

April 3rd, 2021, 02:37
Ive sent BrotherKelly my updates earlier today.

In graphics\graphics_frames.xml change this:

<framedef name="desktop">
<bitmap file="graphics/frames/desktop.jpg" />
<topleft rect="0,0,1450,1200" />
<top rect="1450,0,450,1200" />

<left rect="0,1200,1450,400" />
<middle rect="1450,1200,450,400" />

to something like this:

<framedef name="desktop">
<bitmap file="graphics/frames/frame4.jpg" />
<middle rect="0,0,525,700" />

April 3rd, 2021, 10:05
Another option would be to keep the original picture on the frame and change the values Damned suggested to:

<middle rect="0,0,1200,1200" />

This would then look like the attached file.

Aramis Dante
April 3rd, 2021, 22:36
Thanks both of you

April 27th, 2021, 08:05
Another minor update to the extension.

V1.3.5 can be found in Post #1.

This update removes the need to have the MUSE V1.10 extension running. This provided the ability to set the grid scale on maps to anything the GM wanted. This feature is now pat of the FGU image editing facilities. Various updates to the rulesets in FGU have resulted in the MUSE extension not working correctly.

The ATOW extension has been modified to get the grid scale data from the image and use it to calculate the range for the attack rolls.