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So - I've been saying I've been working on Clash!V3 for like.. a year.It required a lot of work on actually setting up a website for some of the features I wanted to add in.

I essentially needed a backend to be able to build custom game-systems (This will also later be used for ChronicleV2 - so people can build custom character sheets..).

But I'm finally at a point where we can begin alpha testing it and getting some feature requests in.

To be clear, you need to be a member for this.

Also wall of text coming.(Links are in the Discord Melvin channel.)

I'll have to do a better write-up on this on some point, but right now I am taking some learning in letting people fumble through it and see what is actually discoverable on their own.

You'll be able to configure your login on the webpage with your Patreon email. It should be fairly straight-forward.

At the webpage, you'll see a tab for FORGE! - this is where you can build custom game systems.

If you don't want to do this right now, that's cool! Forge comes with a default DND5e experience so that it doesn't deviate too far from what Clash! already offered. Just ignore the website and hit the extension.

The System Builder works in four parts;

Attributes - This is where you will define the building blocks for your system.

These are the default attributes shared with everyone. You won't see them - but they exist. I'm putting this picture up here as an example. There are four types.

TEXT - Duh.

NUMB - Numbers.

BOOL - True/False (Checkboxes)

LIST - Item Lists, Action Lists.. lists.

The GROUP is just a way to organize attributes easier. There can be lots.

The BID is a linking ID. It ties that attribute to a metadata key on a token. The purpose here is to be able to share information between systems more easily.

A simple example would be.. a Goblin in DND. He has a strength of 12. Strength is mapped to Z017. Let's say you make a new system - but strength is called 'FORCE' there. You can make that attribute and map it also to Z017. Then your new system can import a Goblin from the Collection/Search and it'll just map the attributes accordingly. So your new game-system will have a goblin who has a FORCE of 12.

The NAME is the long name of that attribute.

The ABBR is the abbreviation of that attribute (Sometimes you'll want a shorter name on an input.)

The FUNC is a roller function of that attribute. The syntax is on the page on how to write these equations. But with this, if you add a FUNC to a NUMB attribute - when it appears in game - it'll create a rollable button for you based on that equation.

An easy example here is STR for DND5e. I added '1d20 + floor((@Z017- 10) / 2)' to the attribute, so that when you click it - it rolls 1d20 plus the STR mod automatically.

Systems

This area lets you add attributes to your system. Have to specify what belongs to which. It also lets you set a color theme for your system (Which changes how the Initiative List and Cards look).

You can also set a background image for some more personalization.

Cards

In here you can design your own Creature Card. Or whatever you want to call it. There are a bunch of pre-configured components on the side, you can add whichever - map attributes, pick some styles and off you go.

Lists

And here you can set which of those attributes go on your Combat List. Configurations also! This one is a bit simpler than the Card though.

I even worked on a mobile version of this builder, so .. feel free to try it on your phone!

As for the Forge! extension.. well - it's still Clash!. Kind of.. just with more.

For the List:

You can now set Regular, Reverse and Popcorn Initiative.

The 'roller' button has been combined into the Initiative Button to save space. (Click to roll, Right-click to edit.)

Rollable attributes can be rolled directly from the List, no need to go to the card.

List Attributes now have a quick-view button if you add them to the List.

The Effects column got a massive upgrade.

If you select a TYPE, it'll add a BUFF or DEBUFF effect to the token to give you an easier time keeping track of who has something going on.

You can also set a unit as a 'BOSS' to get a big ole HP bar at the top of the screen for people to work at.

Other things I can't remember.

Party Management

You can now set with tokens are in your party. Because there is a party HUD!

The direction button lets you change which side of the screen its on.

The 'extra slots' lets you choose up to 2 more attributes from your system to display there.

You can also set picture-overrides if you want to use a more detailed look for your token.

CARDS. The one you build on the website. Working in Owlbear!

SYSTEMS.

You can import systems. You know. The ones you build on the website. When you create them, they make a share code. Hand them out to other people. Want to prototype a game you made but don't wanna do all the work of building an extension? Here's your chance.

And well.. more. When this hits full release, there will be documentation and more examples. For now, I'm going to have the Melvin crowd help with testing and seeing what new features should be added.

Currently I'm interested in what will make streaming/group sessions easier. (Thus the party HUD).

When this is released, the SYSTEM IMPORTING/DESIGNING will stay limited to members (Because this is doing a bit of work on my server).

Everything else outside of that will stay free. Which means you'll be using this with the default DND5e experience (Just like Clash! - I didn't want to change that experience for people).I.. am going to bed. I hope this was coherent.

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Comments

Andrew C

This is fantastic, and well worth the wait! 😁 The system designing and importing are *chef's kiss* 👏

Battle-System

Thanks to you for that kick on React so long ago. 😎

Internal Rock

Quick Question. I want to write a converter that converts my D&D homebrew monster to the clash format. I checked out the format for version 2~. Does the json format change for version 3 or does it stay the same ?

Battle-System

Version 3 will have a super different schema, that's why I am making it a new extension instead of just updating Clash. It's a breaking change. Import and Export will still exist, but you will have to define it differently. Instead of attributes being mapped directly to attribute-named keys, they are being mapped to 4char codes. I can provide that list a bit before release.

Internal Rock

Good to know that its a breaking change :D A full example json file (maybe of a red dragon) would be awesome and very helpful, if you can share that.

lucas chang

Hi, I'm having a problem with the extension; for some reason I can't enable the option to show the HP bars.

Battle-System

Hey there, sorry about that delay. There was a shift in where I was storing data that I did not resolve correctly. It should be fine now.