3.7.1 (20-okt-10) (D, C)
. . . . Feats
* Added TRAITS PARSER. A rather common request, so I did the implementation for the unnatural traits. Since this requires the field 'parsed' which didn't exist before, all tokens containing traits from before this update will be error prone when using this parser
* embedded the traitsparser in the trait selection (so its done automatically)
* embedded the traitsparser in the text2token 'parser'(so its done automatically)
* added Ascended traits to excel sheet
* added Ascended traits to Compendium
* added Ascended traits to settings
. . . . Changes
* The trait list now shows the groups instead of 'yes' if appropriate
* updated splash
. . . . Fixes
* traits parser on 'quadrupped' contained an error
* 'set', 'chk' and 'end' tmpStat didn't work correctly with bonus stats
3.6.1 (19-okt-10) (D, C, P)
. . . .Features
* lots of stuff (wpns, upgrades, skills, talents) were added to the xls sheet by me, paoloz and goody
* a lot of that (but not yet all) was added to the framework and is accessible through the settings. Note that NONE of the added items are automated in the Framework.
* gear now shows source and page.
* added an extra map (the teaser) with some ships. More RT functionality can be expected in the future
. . . . Changes
* Added tabs to the settings with add-ons (Compendium tab) for the extra stuff
* 'availabilities' are extended for Ascension and RT
* compendium token is heavily changed, updated and upgraded
* quicksheets tabs have been updated with the same style as the macro frame tabs
. . . . Fixes
* Modifier house rule setting options 2 and 3 were swapped
3.5.2 (14-okt-10) (D)
updated splashscreen with FAQ
3.5.1 (14-okt-10) (D,M,P)
I haven't yet added the new stuff from the excel sheet, I'll wait with that until all changes have been made to wpns, armour, upgrades, gear and traits.
. . . . feats
* added initiative state (shows as 4 green arrows on token, thnx Rumble!)
* option added to the initiative reset to remove all running timers: recharge, tmpStats, tmpStates and reloading
* "reloading state" and "weapon is recharging" will only be set if token is in the initiative panel
. . . . updates
* made the 'next' button for initiative a LOT more efficient, so it now works near instantaneously, unless you have a lot of tmpstates or stats turned on. Need to check though if the rounds for tmp states and tmp stats still count correctly: e.g. stunned for 2 rounds or WS -10 for 4 rounds.
* updated splashscreen with the 'reloading' an 'recharging' changes
* updated the colors of the macro frame 'tabs' to make them look more like tabs.
. . . . fixes
* weapon upgrades didnt show up in the macro button frame
* in edit weapon, the clipsize and current ammo variables were switched
3.4.3 (12-okt-10) (D)
* When a token was only equipped with a 2-handed ranged weapon, it didn't show up in the Ranged Weapons on the frame.
3.4.2 (11-okt-10) (D,P)
Some fixes and updates:
* fixed problem with frame that the 'connection' to the selected token was lost
* there was some debug messages left in the traits
* gear and armour had the wrong cache variables, if you would update the library it wouldn't work
* weapons checked the wrong variable to update the cache (if you would update the cache...)
* cleaned up output to chat, in melee weapon attack and equipweapon
* modifiers on/of now change on the frame correctly`
* turning on/off a deflector shield will now show in the macro frame
3.4.1 (6-okt-10) (D)
And another big release...
. . . Additions
* The big one for this release: I've succeeded in caching the html for the talents, skills, weapons, powers, traits, armour and gear AND keeping it personalized for every token. This means that (after caching them once and again after updates) they will all load in < 1 second in stead of... 10+ seconds). Note that this means that the lib:Compendium MUST be upgraded!! For me this goes down in my personal Hall of Cewl feats
* quicksheet : when updating skills, talents, traits, powers the quicksheet is only refreshed if its active (so it won't pop-up anymore if its not already open)
* quicksheet will now also update if characteristics are updated
* quicksheet will switch to the page that has been updated (which in case of skills and characteristics means the first page).
* quicksheet: enables chaching (very fast load times now).
* add 'All Weapons' to the equip weapons drop-down. (Without the cache this would take about 30s to build)
. . . . Updates
* selected gear now shows up checked in stead of 'yes'
* same for armour
* removed old routines
. . . . fixes
* traits got lost...again... no clue what happened. Fixed it again.
* equip weapon on quicksheet didn't work
* the 'atest' weapon was lingering in the library
3.3.1 (5-okt-10) (D)
New feats bring new issues, some more fixes
. . . . Fixes
* you couldn't add any weapons to token through the new Macro Frame
* knifes only showed up in the melee panel (and not in the ranged panel as well)
* 2 handed weapons weren't large buttons
3.3.0 (4-okt-10 later) (M,D,C,P)
. . . . Addition
* cached the html build of the tokens. This speeds up things considerably. It now is about as speedy as the select panel.
3.2.1 (4-okt-10) (M,D,C,P)(MT 75)
And another big build!
. . . . Additions
* I've found out that macros on a token have a HUGE impact on the move time of a token, so I reconstructed the macro panel in a frame. There is a setting where you can choose to make use of either the macro frame panel or token macros. The trade-off is that the selection of a token will take about 1 second to create the panel, versus instant with token macros OR moving 5 tokens takes about 5 seconds with the token macros versus near instant with the frame. I'll try to keep them both alive, though my focus will lie on the frame. Screenshot:
Macro Frame.jpg
* added 'Use Macro Frame'macro to campaign panel to toggle automatical macro adding to new tokens (its unfortunately not possible to automatically create token on the campaign panel so the ON/OFF trick on the button itself won't happen). This does exactly the same thing as turning it on/off in the settings
* added FW version number to token properties. Will be set to FW version when token is created or when the macro are updated through the campaign macor
* druski has updated the compendium with mono sword and knife, talents from the Inquisitors Handbook, Radicals Handbook and Disciples of the Dark Gods and a Trait from Creatures Anathema
* added CIF's quickbutton token selection lib (with some minor mods). You can set groups of tokens with CTRL+F2 (3,4,5 and 6) and retrieve the groups with F2 (3,4,5 and 6). You can also open the manager which will pop-up a frame where you can do the same only then unlimited.
* added functionality for teleports, interteleports (between maps) and 'warded' space. The teleports can be copy pasted on the map, just make sure that their numbering is consecutively. When added, set the number of teleports in the corresponding map macro on the 'lib:Token Move'. Interteleports work the same just create an exact copy of one (so same name and number) on another map, set the map name of the OTHER interteleport in the property 'pairedMap'. Instructions on how to set the lib:Token Move, can be found on the lib-token itself.
. . . . Updates
* added some examples to edit bonus characteristics
* cleaned up the properties of all the BASE tokens.
* Gave all lib:tokens a new look.
* some cosmetics on the quick sheets
* merged frame call and html build for full sheet and the quick sheet into one macro.
* updated splashscreen with info about the Macro Frame
. . . . Fixes
* critical hits didn't work if the lib:compendium was not on the same map.
* knife macro button wasn't properly removed when updated
* adding weapon through parser created old version macro buttons
* a lot of verbosity in parser process was hidden
* set light source showed code in the verbosity
* Druski's bug 5: setDeath with multiple selected tokens threw an error
* if a weapon macro was not created, the quicksheet version didn't work
3.1.3 (23-sep-10) (D)(MT 70)
A bugfix build. Thnx Druski, for the bug report look here
. . . . Fixes
* when deleting an euipped weapon, you are set to unarmed (so you don't get an error anymore when you equip something else) (request Druski)
* Druski's bug 1: restoring fatigue ended up in an error
* Druski's bug 2: when shooting on a target that has a space in its name e.g. 'Nihilus Faine', the system chokes. Had to rewrite the whole bloody hit distribution macro for that
* Druski's bug 3: if you use full autoburst and you almost run out of bullets (say you have less rounds available than the full burst). Then that option is removed from the input window. However the former choice is saved and will be set to full burst (which doesn't exist) If pay attention to this you will see that no action is chosen. If you hit enter after that you will be asked to input the action, which quite likely ends up in an error. So if no action is chosen, it is set to 'standard'.
* Druski's bug 4: if you do not use 'update macros' on new tokens this stuff can happen. In other words, not a bug.
* Druski's bug 5: can't reproduce!!
* Druski's bug 6: set skill adjustment didn't work on any token but Nihilus Faine, because the standard property was set to [] and should be {}.
* ranged attack: DoS was shown on a miss (in stead of DoF).
* with only one hit and multiple selection, the hit was applied to all selected (in stead of asking who gets the hit)
* with auto hit apply the death of a target was ignored
. . . . updates
* made the token image in the sheets a bit larger
* changed color of psychic attack button
3.1.2 (22-sep-10 later) (D)
With debugging I sometimes accidentally leave debug stuff behind. As was the case with psychich powers, where I was testing the psychich phenomena. Which meant I coded it in such a way that a nine was always rolled. (thnx Druski for spotting). This has been fixed.
3.1.1 (21-sep-10 later) (D)
. . . . Features
* added functionality to add bonusses to skills and keep track of them (e.g. for the use of gear). These DO NOT appear on the full or quick sheet, because they slow stuff down. They are just taken into account when using a skill.
. . . . updates
* added explanation of modifier button to splashscreen
* reshuffled the macro buttons a bit in the manage character part. Also added some color codes for better differentiation.
. . . . Fixes:
* tiny make-up on skill roll
* fixed 'bug' in psychic attack
3.0.1 (21-sep-10 ) (D)
Something went wrong with v3.0: I accidentally used the 'update macros' macro on the lib:dh token, which was semi-disastrous. Fortunately there was no damage, save the fact that some token macros didn't work anymore. This has been fixed. If you have already started using the FW just save the lib:DH token from this version and drag it into your campaign file.
3.0 (20-sep-10 ) (M,D,C,P)
. . . . The major stuff
* Alle tests are color coded and in a table in the chat window. Different aspects of the check are seperated in the table. The color codes are also used for the macro buttons. Feedback on this is welcome
* All checks are now provided with a tooltip showing the modifiers (specifics below)
* a lot of bug checking in the macros (again specifics below)
* added setting to choose DoS to be based on the decimal part of the d100 or on the difference/10
* added 'modifiers are ON/OFF macro. When turned off you will not be asked for 'modifier' input when using the quicksheet
* lots of updates on the quicksheet
* Automated a couple of traits
* Added the Roque Trader Talents to this Framework. Though they're not activated, see explanation below
* Added (real) hide to campaign panel, this will make npc or objects invisible for players.
* Added search and spot check macros to campaign panel for an pc passively (opposed awareness check -30) or actively (opposed search check) find an hidden object or npc
Rogue Trader Talents
To add the Rogue Trader Talents:
1. click on the lib:compendium token
2. click on the 'Add RT Talents to lib' macro. And your done. You can reverse this by clicking on the 'Build Talent lib' macro also on the lib:compendium, in which case the whole lib will be rebuild.
. . . . Updates
* fine-tuned the quick sheet (buttons in the top)
* when updating talents or skills the quick sheet pops up in stead of the character sheet
* moved fear check macro from campaign to token panel
* completely rewrote useskill macro
* update on parry macro
* update on psy power macro
* update on test vs char macro
* update on fear macro
* update on useTalent
. . . . Traits
* automated Charmed trait
* automated Iron Stomach trait
* automated Imperial conditioning trait
. . . . Tooltips
* rewritten globalpenalty with tooltip functionality
* for that newstate, endstate and chkstate are rewritten and updated
* adjusted following macros for globalpenaltyStr: useSkill, parry, fear, test vs char, chkHealth, attackModifiers, useTalent
* added tooltip to use skill
* added tooltip to pinning
* added tooltip to parry
* added tooltip to fear check
* added tooltip to psychic attack
* added tooltip to roll vs characteristic
* added tooltip to useTalent
. . . . Decimal DoS setting
* The following macros are updated with this function:
* useskill
* parry
* fear
* test vs char
* use talent
* process ranged attack
. . . . Fixes
* parry was broken
* overbleed for psy powers didnt work
* attack result table for melee attack was disaligned
* ranged attack sometimes selects attacker as target
* removed leftover debug interface from skills
* Master Chirurgon talent bonus to skill was no longer added to skill roll
* multiple selection with quick sheet gave an error
* when pinned, the WP penalties/bonusses were incorrectly assigned
* fear penalty on fear rating was calculated wrong
* psy power: psychic phenomena roll were not automated, they are now.
* process ranged attack used wrong rule to calculate DoS
* defensive stance, manoeuvre and disengage, made use of assertions, which never show up in the chat window (for others)
* long attack texts for melee attacks are now no longer in the header.
* advanced skills with groups didn't show up correctly in the quicksheet and their links didn't work
* auto proces damage with ranged hit, took the damage of the previous hit, not the current hit
2.3.6 (15-sep-10 ) (D)
Added automation of suppressing fire. Works the same as auto burst except the hits are randomly distributed over the selected targets. The 'pinning' check still needs to be done 'manually' (as you need to do that at the START of you turn). The 'less chance to be hit when prone or knocked-down', according to my pinning house-rule is taken into account with the distribution.
Other additions:
* added quick sheet in campaign macros. This quick sheet has an onChangeSelection build in so represents the selected token. To keep it fast there are not tooltips build in.
* stats (WS,BS, etc.) are now clickable on both the general and quick sheet
Fixed:
* some descriptions in the gear list were disaligned.
* Fixed the excel sheet for this as well.
forget the line that once was here
2.3.5 (14-sep-10 ) (D)
* The multiple target selection now actually has a function, you can distribute multiple hit (semi/full autoburst) over the selected targets. In theory (my head) this looked like quite a simple function, in reality it was a monster... but I've got it tamed... I think.
* did a full clean up for left and right limbs, this might bring some bugs with it, but should simplify and prevent bugs in the future. How it now works, is that the whole system relies on four body parts, head, body, arms, legs (which conveniently all 4 have 4 letters). ONLY with a critical hit an extra check is made in case of the 4 limbs to see whether its left or right.
2.3.4 (13-sep-10 ) (D,M)
* forgot to initialize autoDamageTxt, which gave errors in some cases
* added "sort tables on token" macro to the campaign panel: this function sorts Weapons, talents, skills, etc. on the token. This is too time consuming to do every-time you edit a token, so when your done updating a token, select this token and click the button.
* cleaned up the campaign panel
* added 'settings' button the the splash screen.
* 'update macros' on the campaign panel now also resets the 'lastAttack...' saved properties. This will prevent all kinds of error messages pop up while MT is trying to load a last saved attack from before the update.
* when selecting targets on input screen, the targets images are show on the input screen, see screenshot
2.3.3 (9-sep-10 ) (D)
Another tiny update on request:
* auto apply damage to chat table was incorrectly aligned
* on request of Paoloz, crits now say: (e.g.)"Critical Impact Hit on Left Arm: "
2.3.2 (8-sep-10 later) (D)
Updated the chat output, made the lot more subtle
2.3.1 (8-sep-10) (D,M,P,C)
. . . . changes additons
* added AFK to campaign macros
* cleaned up damage text output
* formatted damage text and heal text
* criticals and mental traumas are not set in a table so they stand out from the text
. . . . fixed
* bug in damagelocation with multiple hits and critical hit
* critical hits didn't always come through. Updated xls and the lib
2.3 (7 sep 10 later)(D, info-image)
I'm on a roll with another big add-on: auto apply damage (finally Druski gets what he wanted). After you hit the attack macro (and before you click 'Attack') you can select one or more target to which the damage is applied. No state checking takes place, so you still have to set that correctly. It also won't work with a dual attack. I've put an info image on the attack input screen. Hover over it for a tooltip.
2.2.2 (7 sep 10 )(D)
a couple of fixes:
* weapons links in character sheet didn't work anymore (due to the counters)
* upgrade weapon and then shoot with it gives one time error 'clipsize'
* the macros of deleted weapons are now removed as well
* knife jammed
* ALL forms have been updated, that is melee, ranged-attack, talents, skills, traits, psychic, manage my weapons, -armour, show weapons, -armour. So they now show the token in the chat window after the action instead of the username.
2.2.1 (5 sep 10 a few hours later)(D)
fixes:
* upgrade set two handed weapons to single handed
* upgrade did not update macro panel of token
not yet fixed
* weapons links in character sheet don't work anymore (due to the counters)
2.2 (5 sep 10)(D,C,P,M)
Another big one!
This time I've completely reworked the attack macros. Both the ranged and melee attacks are fully changed and so is the code behind it. Apart from the fact that it all looks better and is more UF, the bonusses and penalties that are given now correspond fully with your talents or situation. The only thing it does not do is take into account the state YOU are in. E.g. if your prone and shooting you get a -10 penalty. This is however still handled after.
The big drawback is that the stack needs to be raised to 5 or it won't run
. It actually needs 6 for melee, but I've removed all comment and that made workable with 5. Should you happen to get a stack overflow error nonetheless, raise the stack to 6.
. . . . Other additions:
* added 'auto' to traits list, so you can see which are automated in the system and which aint
* added traits to character sheet
* added delete traits button to traits.
* embedded wary trait in roll initiative(more will follow)
* add overwatch to ranged attacks--> same as suppress, takes full round to establish.
* added suppressing houserule to the campaign panel
. . . . Updates:
* splashscreen has been completely rewritten and extended
* check semi and full burst if enought bullets left, else don't show them as options in the attack window
* attack modifiers are now for 80% handled in the input screen and 20% in the attackmod macro
* updated excelsheet with 'embedded' column for traits
. . . . Fixes:
* fixed small bug in critical hit tables (concerning armour)
* take damage continued after death (which, in combination with the critical bounce rule, means that a character can actually rise from the dead with the next blow!
* very big bug in Damagehandler --> all the strformat uses were wrong. I'm quite amazed that no one has reported it so far.
* did another check on <!--comments--> found quite a few 'errors' did a HUGE search and replace so it's again possible that this will result in some error messages, let me know if you find any
* updated ammo macro, the macro buttons are also updated if not chosen for a reload but just adding clips.
2.1.3 (23 aug 10)(D)
* added 'delete gear' to the show gear button (on request of Vartan), changed name of button as well
* updated initiate with new button name
* 'manage my weapons' shows more info (clip and att bonus)
* upgrade weapon now actually upgrades two handed changes
* other small bugs in upgrade weapon removed
2.1.2 (19 aug 10)(D)
* fixed 'multiple take damage' bug where only the first entry was taken (thnx Paoloz))
* fixed melee attack on left or right arm or leg, was not processed correctly in take damage (thnx Paoloz)
2.1.1 (18 aug 10, a bit later)(D)
* Thnx to Paoloz fixed an (for me) invisible bug, text output of the chkHealth function didn't work anymore.
* Also updated the splashscreen with the latest developments
2.1 (18 aug 10)(M,D,P)
New build and its BIG (well at least on the back end, but noticeable on the front end
I've completely redesigned the attack macro panels and recoded most of its backbone. This was a really really really tough cookie to eat. Still, fun nonetheless.
Basically what it now does is:
* When you add a new weapon to a token, the macro is automatically added and loaded the latter can be turned of in the settings. The buttons will be colored gray to indicate that they're not equipped
* On the weapons macro name two counters have been added, the number of rounds left and the number of clips left. Both can be turned of in the settings as they will slow use a bit and make the panel a bit cluttery. Note that if you have used it and you turn both counters of you have to manually remove all the counters from the macro buttons
* When equipping weapons they will be color coded, green is your primary weapon, red the off-hand and orange is a two handed weapon. The equipped weapons will also be moved to the front
* Next to that the size of all two handed weapons is doubled to signify this and they are sorted to the back.
* Finally: weapons that can be used both for melee and ranged attack are now submitted to both panels and are simultaneously equipped when one is equipped (because when you equip a knife as a melee weapon, you can also throw it).
I've tested these new additions thoroughly (and it was necessary) still its quite possible that stuff goes boom. When you report this, please give EXACT examples--> which weapon, what settings, amount of ammo/clips equipped or not etc. As usual give a step by step example.
Here a couple of example screenshots:
. . . . Other additions:
* on request: added sudden death rule for NPC's. This can be turned on/off in the settings.
* added set resulting wounds to -1 after PCs are critically hit houserule to the settings
* added option to cover to set it as 'primitive'
* Rosarius generates photonflash when absorbing 12p of dmamage
* Setting added for multiple 'take damage' handling, to show only the text result of the last attack and any abnormalities like fatigue, insanity or critical hits (to prevent stack overflow and make it faster).
. . . . Fixes:
* cover images don't show anymore on the charsheet in states
* changed 'condition' property (token states on the pop-up sheet) so its (Way) faster (and the comma at the end is ditched)
* multiple damage now correctly checks for cover every time damage is applied
* field generator is turned off when its overloaded (after absorbing damage)
* use last attack result in 'take damage' is turned of for suppressing fire, as its usually multiple hits spread over random targets
* use last attack result is also cleared when the setting is not used (if you would turn it off, the last result would be used)
* equip melee and ranged weapons were not working correctly
* jammed plasma weapons could not be unjammed cause they were also recharging. Fix: If its jammed it will not be recharging
. . . . minor stuff
* gain insanity with every crit hit rule is now mentioned in the splashscreen
* damageHandler checks for 'primitive' cover
* rewrote textflow of chkhealth, damage and damagehandler
* cleaned up the settings menu
* cleaned up the token macro panel: moved create att macro to the bottom (as its no longer a vital macro) resized it an gave it default color. Also renumbered the panels to give way for the field generating armours.
* Colored dodge blue as its used often.
* rewrote 'create custom attack' macro
* rewrote 'updateMyWeapons' macro
* added colorMacro
* added getMacroId
* weapons that can be used both for melee and ranged attack are now submitted to both panels
2.0 (11 aug 10)(D)
This release is mostly focussed on getting macros faster and lowering the necessary stack. On fast computers this saves roughly 1 to 2 seconds on the heavy macros, on slower pc's this can gain upto 5 seconds for the heavy functions. The necessary stack can now be lowererd to an acceptable 4(Mb)
* changed sight settings, normal vision now is actually normal vision
* removed 'edit/equip armour' macro button, this can now be done via 'manage'
* removed 'add wpn to library' macro and button, this can and should now be done via the compendium token
* updated 'initiate' macro accordingly
* updated 'Adding new items to framework' on the campaign panel to reflect the above changes
* small change in compendium panel
* fixed small location bug in 'Damage' macro (if you're NOT using the attack2damage setting)
* parsed ALL code throught the macro import form (so all comment is now [H: "<!--hidden -->"]). This may lead to some enexpected bugs
* checked and bound (<b>text</b> --> [r:"<b>text</b>"])ALL text output concerning taking damage so the stack can be dropped. Maptool can now handle the output again with a stack of 4 (Macros: Damage, Damagehandler, formattooltip, chkhealth, cover and chkcover)
* implemented strformat to speed up things, macros done:+formattooltips+newstate+endstate+chkstate+chkhealth
* embedded varsfromjson function straight into code to speed things up, macros done: edit weapons+edit skills+edit psychic+edit traits+show armour list+edit gear+manage my weapons
1.4b4 (10 aug 10)(D)
. . . . Major stuff
* rewrote Damage function... again.
* added multiple damage input to Damage function. To make use of all entries, you need to upgrade the stack to 6 or you'll get a stack overflow.
* added 'retrieve result of multiple hits attack' to Damage function
* added function damageHandler
* simplified getExtraHits macro
* some changes in rangedAttack macro
* added functionality to rangedAttack macro to store multiple hits as well (besides the standard first hit)
. . . . Minor stuff
* added tooltip to grenades
* added righteous fury to grenades
* luminen shock (melee) has been fixed with new tooltip system (SB was added in addition to WB)
* tiny typo in flame output
* fixed small make up error in chkHealth
* removed old function grenade damage
1.4b3 (8 aug 10)(D,C)
* fixed a bug in skills, sometimes an error shows up when adding skills with no groups (thnx booga)
* corrected searing wounds treshhold 10 --> 20 (thnx druski)
* righteous fury didn't show with melee attack, is fixed (thnx druski)
* fixed bug in 'perils of the warp' (always rolled a value of 75+) (thnx druski)
* added tooltips for damage output of weapons
* fixed tearing damage (was calculated twice) its now also adjusted to the errata: extra die, drop lowest
* added ascension weaponry and armour to the excel sheet (not yet in Framework)
There seems to be an error in custom created weapons, but I can't reproduce the error (yet, waiting for feedback).
1.4b2 (21 july 10)(M,D,C,P)
oops, used BS in melee attack. has been corrected
1.4b1 (21 july 10)(M,D,C,P)
Again a biggie, I started to add tooltips to several results they are marked by color, hovering your mouse over them will show info about the result.
Basically rewrote Damage macro:
. . . . Bugs
* fixed bug in damage handler concerning warp-type weapons vs power armour
. . . . features
* added penetration to the damage
* added setting that Take Damage can retrieve result of the last attack
* added a lot of verbosity output when calculating damage (and removed a lot again after implementing tooltips)
* added tooltips to the damage macro
* added penalty on ranged attack when pinned
. . . . Updates
* made handling of refractor shield in damage macro more efficient
* made handling of armour in damage macro more efficient
* added lots of comments to the the Damage macro, removed quite a few mistakes in the dual attack modus
As for the rest
. . . . Bugs
* somehow surestrike had made its way into ranged attack, this has been fixed
* called shot penalty wasn''t applied for ranged shots, fixed (was tied with surestrike)
* fixed a couple of bugs in cover
* endState verbosity errors removed
* renamed grenades (again) cause grenade macros didnt work. Might be other stuff that doesn't work now, but couldn't find any...
* removed fatigue bug from properties (was set wrongly)
. . . . features
* added some verbosity in input screen for called shot penalty in case of deadeye shot and sharpshooter talents
* added (a slightly adjusted version of) Druski's 'Upgrade Macros' button to the campaign macros
* added some tooltips to campaign panel and also changed layout a tiny bit
* system now tells you when you're no longer fatiqued
* agi bonus when under flame attack is now automatically calculated
* added PC only can inflicht Righteous Fury in SETTINGS and attack input box (thnx to druski)
* added couple of tooltips to the settings macro
* added penetration to the melee attack
* added penetration to the ranged attack (was only in grenades)
* added tooltip for melee and ranged attacks (modifiers to attack)
* dead tokens are removed from initiative (as suggested by Druski)
* initiative now also takes unnatural agility and lightning reflexes into account
* added tooltips to initiative result
* updated tokenproperties so that 'mouseover sheet' characteristics are only shown to owner and GM (thnx Druski)
* added token states to 'mouseover sheet' (thnx Druski)
. . . . Updates
* charsheet now shows entries sorted
* added explanatory texts to tokens on the base map
* changed arm and leg to arms and legs in crit table, so excel sheet is also updated
* removed some redundant debug messages
* adjusted pin check to the new houserules
* added UDF formatTooltip (for future use)
* rewrote verbosity output of the ranged attack macro. Less assertions are made (like jammed weapon) and all output is now shift to the end of the macro. Which means that LOTS of testing is necessary to see if anything is broken...(and a lot of testing has already taken place, stil... fingers crossed)
Release 1.4 (14 july 10)(M)
* I just heard that a function that I was missing since the beginning of this framework has been available since MT build 68: selectTokens(). With this function it is FINALLY possible to use the initiative function to their fullest (with this I mean the big green NEXT button in the Campaign panel. I had to chance exactly 1 word to get this working, so hardly worth a complete build, were it not that this has been bugging me from the start. Currently there's a very big grin on my face cause it finally works as it should be working. In short: clicking NEXT will now actually select the token and centre on map!
* gave the char sheet an overhaul
As this is not really worth a build AND this is a MAJOR issue solved for me AND there has been an upgrade from b63 to b70 I guess its time to make this the new release.
1.3b9a (13 july 10)(D)
forgot to initialize some variables that will bug the damage function, had been fixed
1.3b9 (13 july 10)(M,D,C,P)
. . . . Bugs
* dead npc are (once again) moved to the object layer
* 'edit characteristic bonusses' didnt work properly
* fixed bug in show range wich bugged out on 'throw range'
* fixed bug in chkHealth, gaining IP whith critical hit
* fixed DoF calculation bug in useSkill
. . . . Changes
* sheet now shows states just below image of token
* char sheet layout is compressed
. . . . Additions
* when a grendade is thrown, a grenade token is summoned to the token
. . . . Added functionality for deflector type armour (DTA)
* updated excel sheet for DTA
* updated compendium, both library and edit armour function for DTA
* updated ALL armour functions for DTA
* added aura's for DTA
* updated damage macro to handle DTA
* updated useSkill for Amulet of Warding (penalties on concealment or stealth)
* created DTA handler
* created Custom DTA Macro Creator
. . . . Lib Additions
* added the stairs lib to the FW
* added Raodan't token properties manager to FW
* added light editor
other stuff I forgot cause at a certain point I misplaced my build-log.[/list]
1.3b8 (5 july 10)(D)
Submitted this a bit sooner than expected, but encountered a rather big bug in the autofire due to the suppress changes. So...:
* big bug in full autofire (didn't count any extra hits anymore)
* same bug in suppress fire
* taking cover now states which bodyparts are behind cover.
* changed cover menu a bit.
* added some sample token
* changed the combat macros layout a bit (compressed it one line)
* show suppres area, showed wrong output
* global penalties are now removed when all states are set to none
* most state icons have been changed to 'grid' so they stack
* reloading and pinned state icons are now transparant
* left some debug code in damage function
* 'remove all states' is now done properly
1.3b7 (4 july 10)(D,P)
. . . . created cover functions:
* macro on token that can set cover
* created 'cover' property on token
* damage macro checks for cover and also set the adjusted AP of the cover if its compromised
* created 4 states to signify the four cover types
* created 4 cover states to signify the state the cover is in (undamaged to severely damaged)
. . . . suppressing fire
* removed bug that didnt set the correct penalty (-20)
* changed extra hits from 1 per DoS to 2 per DoS
* set weapon jam to 94 for supp fire
. . . . Pinned State
* added pinned check
* added pinned state (with -20 to BS)
. . . . persistant bugs
* globalpenalty didnt reset after remove all states (incl fatigue)
* fixed small output bug in newState
1.3b6 (28 june 10 20:00)(M,D,P,C)(MT Build 70)
* accidentilly did a huge amount of work in MT b70, so.... I was forced to upgrade to MT build 70 (it was also about time to take this step...)
* created 7 macros on the lib:compendium token to add, delete and edit items in the library (weapons, armour, skill, talents, etc.)
* cleaned up edit psy powers for tokens
* ordened the lib:dh tokens
* added sight limited to token in the properties (which couldn't be done in b63)
* debugged range attack with strength related weapon
* system checks now if you have run out of grenades
* clipcount didn't work properly
* you had to be trained in 'grenades' to throw them without penaly, fixed that
* integrated grenades fully in ranged attacks (not a seperate macro anymore). You now need to create an attack macro for a grenade
* 'unarmed' weapon on standard token (when you create a new one) was still with the old properties set, has been updated.
* location that is hit by weapon is now in bold
* when upgrading a weapon to compact, the number of rounds in the clip is also updated (clipsize is halved)
1.3b5 (23 june 10 20:00)(M,D)(MT Build 63)
* Small (well still couple of hours work) adjustment with high visibility impact. Cleaned up the macro panels.
1.3b4 (23 june 10 0:44)(M,D,C)
* updated new (second) parser interface, its now functional
* fixed small bug in main parser (group skills didn''t get their bonus)
* fixed bug in supporting macro (listCleaner)
* cleaned up redundant macros
* using psypowers from char sheet works properly now
* thrown weapons are now 'loaded' when equipped (you don''t need to retrieve them first)
* updated compendium (library) accordingly
1.3b3 (22 june 10)(D)
* lots of debugging in the parser
* added a lot of error checking to the parser (to get it more foolproof), I think I can now remove the 'beta' status
* f$$k up 'use skill' macro in last buils (again) and repaired it in this build (again) (im wondering how many times i've done this...)
* fixed skill error with 'sleight of hand'
1.3b2 (21 june 10)(D,C)
* added "add new weapon to library" function
* fixed bugs in skill (update went wrong)
* fixed fatigue bug in states function (clear all states did nothing with fatique)
* offhand penalty with ambidextrous talent is set to 0 (when using 1 weapon)
* updated natural weapons
* fixed dd10 bug after edtiting a weapon
* fixed "edit armour" through "manage my armour" button
Release 1.3 (17 june 10)(M,D,C,P):
Major
* created a token properties parser (campaign macro: 'set token properties') with this you can paste whole descriptions into a box and the system will retrieve stats, skills, talents etc. from it. Currently in beta stage
* rewrote complete skill system from a regex based method to a hybrid version (json/regex), to get less error messages and better functionality
THIS MEANS THAT YOU CANT USE TOKENS CREATED IN AN EARLIER VERSION! it might work if you delete the skills and weapons and recreate them for those tokens
Minor
* updated charactersheet tool tips with page and source
* updated skill format on the charactersheet
* fixed bug when equipping one handed weapon while unarmed
* fixed couple of bugs in use psychic powers (well, and phenom table)
* fixed bug with tooltip on skills in sheet
* updated weapons, skills and talent tables
* added 'source' to talent pick list
* aim action was not remembered
* upgrading to a mono weapon got you 'untrained' (if you have primitive melee talent)
* some typos and 'all your base are belong to us' corrected
* added 'unarmed attack' to initiation of a token
* pistols have now more upgrade options (as they should have)
* added attack bonus to weapon library (WS/BS +bonus)
* attack bonusses due to upgrades are now implemented
* purged all " ' " from library from (chokes system) and consequently updated whole library (left them for the main part in the descriptions)
* system now asks for modifier when using skill from sheet
* renamed 'explosion' to 'explosive' critical damage in tables and hopefully also in all places of the macros where it shows up
* updated range and suppress auras with current weapon ranges (which is quite interesting for a MP Lascannon range: 500)
* heavy bolter range is now 120
* "/" in armour name chokes system (head/body and arms/legs armour). name has been changed
Release 1.2 has been lost in translation...
Release 1.1[/b] (25 feb 10):
* removed some redundant buttons that were still lingering around
* corrected the buttons on all the grenades
* tiny bug in edit bonus chars (left a comma, which resulted in failure)
* small bug in use psychic power (resetted num dice back to PR)
* added extra check in psychic power (is PR>0 ?)
* put the pick psychic powers button back (was lost for some obscure reason)
* updated the auto-add-buttons-to-new-token (initiate)
Version 1b18: (24 feb 10):
* some updates in useSkill
* added Frenzy (big one)
* added button use Talent for the remaining 8 talents that act more or less like a skill:
* Electrical Succour
* Gun Blessing
* Iron Jaw
* Litany of Hate
* Luminen Charge
* Meditation
* Prosanguine
* Purge the Unclean
* couple of tiny bugs
* added Fate Pool stat (to keep a difference between using fate points and burning them)
* added button replenish fatepoints
* added button use fatepoint
* added button burn fatepoint
b17: (23 feb 10):
* debugged and updated dodge macro
* updated useskill
* updated invocation
* debugged fear button
* added talent logis implant
* added talent rapid reload
* added talent sure strike
* automatic reload when reload time is "free"
b16: (20 feb 10):
* updated fear, phenomena and perils table (set IP automatically)
* added states: fatigued, frenzy, shocked, panicked, hallucinating
* added panicked and shocked penalties to the global penalties handler
* debugged chkHealth function (gave an error)
* debugged the new tables
* debugged endState
* added talent furious assault
* added talent hard target
* added talent step aside
* added talent wall of steel
* added talent power well
* added talent hatred
* added talent heightened senses
* added talent talented
* added talent sound constitution
* added talent good reputation
* added talent master orator
* added talent master chirurgon
* added talent true grit
* added talent quick draw
* added talent Street Fighting
* added talent Technical Knock
b15: (18 feb 10):
* added global penalty variable--> updated: useskill, test char, parry, dodge and fear with it (haven't tested it thoroughly though, so this might lead to some new and unwanted surprises).
* added optional rule to gain insanity with crit hit
* added mental trauma table
* added fear result (shock) table
* added insanity points handler
* added mental traumas (when gaining 10 IP)
* added Insanity button
* added Mental Trauma buttong (though this is handles automatically, the need might rise nonetheless)
* added Fear check button
* implemented talent unshakable faith
* implemented talent Insanely faithfull
* implemented talent Resistance to group Fear
* implemented talent Paranoia
* new tokens are 'equipped' with 'unarmed' and this is readied
* a free hand always carries 'unarmed' weapon
b14: (16 feb 10):
* fatigue added to tests
* fearless talent implemented
* added test vs characteristic button
* relocated useskill
* updated splash
* global S&R for fatique-->fatigue
b13a: (15 feb 10):
* called shot penalty for melee added
* added talents (precise blow) and updated talent list
b13: (15 feb 10):
* added fearless (need WP test to disengage)
* added luminen shock and blast talents (part of natural weapons)
* added energy chache talent
* cosmetics in show talents
* cosmetics in ranged attack
* small bug in create attack macro (unarmed was assumed BS)
b12: (11 feb 10):
* fixed ammo count bug with auto and semi burst (reported by Paoloz) and more related bugs which I found along the way
* righteous fury is now mentioned when this happens with ranged weapons AND a check is done with auto an semi bursts to see if a RF is among them
* dual strike is added (same as shot) and both are added to Take Damage. So both talents can now be used within the system
b11: (10 feb 10):
* fixed bug reported by booga
* updated settings with remarks by Paoloz
* some changes to the splash
* started working on dual shot and dual strike (not finished) dual shot is now an option, but needs to be done manually... need to rewrite nearly everything to implement that, which im not gonna do... next build: dual strike and taking damage (from dual ...)
b10: (8 feb 10):
* rewrote action structure for melee and ranged attacks (nothing to see on the outside)
* last ranged attack action is now remembered by the system (doesn't work perfectly but better then nothing)
* Talents now show 'auto' column representing the talents that have been 'automated' within the system
* found no further bugs (small cheer)
b9: (7 feb 10):
* throwing weapons can now be retrieved (and dont give any errors)
* recharge now actually works
* added replace weapon
* fixed reload for half turn weapons
* special weapons which need to be retrieved, recharged or replaced are equiped 'loaded' in stead of empty
* also added the option to retrieve, recharge are replace them during combat (if that's an GM option...)
* fixed specials (like toxic)
* debugged ranged attack
* trained in exotic weapon is now an option in stead of an assumption
* properties are changed accordingly (for last ranged and melee attack)
* weapon properties have been adjusted so you now either have melee or ranged weapons and a choice if both are an option (like knifes)
* fixed some small bugs (they're crawling all over the place...)
b8: (5 feb 10):
* Ammo bars now work as they should work
* Talents can now be deleted
b7: (4 feb 10):
* manage my armour updated with wear armour
* removed limitation that you can only wear 2 pieces of armour
* fixed bug that you still wear armour after you delete it
* fixed bug with some armours (had "/" in their name, which MT doesn't eat)
-->Basically the whole armour manage macro is rewritten....
* manage my weapons updated with equip weapons
* added attack modifier rule options to settings
* splash updated, with settings for modifiers and explaining the 10-die rule
* latent bugs removed
* some sloppy debug verbosity removed (and probably left new ones...)
* fixed 'create attack macro' on new tokens (didn't work)
* some melee talents were applied to ranged actions and vice versa (thnx PaoloZ for bringing me on the idea!)
* crippling strike gave wrong text output (thnx PaoloZ!)
* updated info-display (when hovering over token) it now shows weapons you carry
* fixed attack title with melee attack menu: showed CHAIN KNIFE ATTACK for all weapons (thnx PaoloZ!)
* added attack title to ranged weapons attack menu (thnx PaoloZ!)
* updated create attack macro (removed WS/BS question where unecessary)
* fixed question boxes showing up when attacking with a new weapon on a new token
b6: (3 feb 10):
* Removed big bug in creating new macros on new tokens (some macros reported errors)
b5: (2 feb 10)
* updated tasklist
* updated xls-generators/Dark Heresy Tables v2a.xls
* updated splash
* added invocation (finally)
* added warp quality
* updated quality list with warp, holy and psycho active
* Upgraded brace angle macro
* Updated show range: for 2H weapons, changed color for flame and removed bug
* Added show suppressing fire angle macro
* Added talents
b4:
* added more talents
* added 'settings'
* updated parry
* updated dodge
* removed bug from get modifiers to attack
b3a:
* forgot to update the splash screen...
b3:
* added more talent functions
* added automatic macro creation if you draw a new token on the map (yes you don't need to do anything
!)
b2:
* two weapon fighting is now fully implemented including talents and modifiers
Note that when I talk about 'added' or 'implemented' talents or traits, I mean that a lot of talents and traits give modifiers to e.g. attack rolls, these features need to be implemented separately and its a loooooong list, so every time I've implemented a couple more.