W40K-RPG_FW MOVED TO NEW THREAD

MapTool campaign files that encapsulate properties, tokens, and macros for a particular ruleset or game world. "Framework" is often abbreviated "FW".

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PaoloZ
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Re: [Framework] [Dark Heresy] Version 1.0

Post by PaoloZ »

wolph42 wrote: What I do is not wrong!
When rpg-ing entirely on table top (so without fancy calculating machines (aka PC's)) the quickest way to get the DoS is taking the number from the 10-sided die. If you use this rule ALWAYS it will statistically give exactly the same result as with floor(roll/10). This is actually a suggestion in the WFRP book (for faster gameplay) but I'm unsure whether its mentioned in DH.
I understand. This is not mentioned in DH, and it gets to statistically equivalent results (with the greater number of DoS obtained by rolling close to the target number). Anyway this system does not work with the degrees of failure (unless you do a 10-tensDice).
As long as the software is making the calculations I don't see the point in simplifying things. :)

Anyway, great work. I'm looking forward to test it with my players!
Last edited by PaoloZ on Thu Feb 04, 2010 7:06 am, edited 1 time in total.

PaoloZ
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Re: [Framework] [Dark Heresy] Version 1.0

Post by PaoloZ »

wolph42 wrote:-the -20/-10 have you checked if he has the arms master (or something like that) talent which makes it a -10 in stead of -20 ?! (also see below)
You are right, the token has the Arms Master talent...
It's been a while since I read the rules and I have forgotten them almost completely.
wolph42 wrote: - the chain weapon training part...I don't get it?
So no bug... can you plz, step wize explain me what you did?
I just opened your campaign file. Clicked the example token and brought up the Stat Sheet.
Then, in the Weapons section of the sheet I clicked on Power Sword (but I have noticed this on all the melee weapons).
The input panel shows at the top: CHAIN KNIFE ATTACK.
So I checked if the power sword was being considered as a chain weapon and figured that everything was working fine, there is only that strange line in the input window. :)

A little question: how can I remove talents form a token?

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wolph42
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Re: [Framework] [Dark Heresy] Version 1.0

Post by wolph42 »

Anyway this system does not work with the degrees of failure (unless you do a 10-tensDice)
Indeed, so it does that the 'normal' way-->floor(x/10)
I just opened your campaign file. Clicked the example token and brought up the Stat Sheet.
Then, in the Weapons section of the sheet I clicked on Power Sword (but I have noticed this on all the melee weapons).
The input panel shows at the top: CHAIN KNIFE ATTACK.
So I checked if the power sword was being considered as a chain weapon and figured that everything was working fine, there is only that strange line in the input window. :)
aaah, it is indeed.

Here is the prelimanary list of fixes and addons for the next build. It might get longer before I post it:
-manage my armour updated with wear armour
-manage my weapons updated with equip weapons
-added attack modifier rule options to settings
-splash updated
-latent bugs removed
-some sloppy debug verbosity removed (and probably left new ones...)
-create custom attack on new tokens does not work - fixed
-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!)
A little question: how can I remove talents form a token?
unless you really know what you're doing... you can't. Be carefull what you choose for... you might get stuck with it :mrgreen:. Its also on my list, same with loading weapon quickly.

PaoloZ
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Re: [Framework] [Dark Heresy] Version 1.0

Post by PaoloZ »

Wow, a lot of work to do.

Would writing a list of implemented features be hard to do?
I think it would be of great help to game masters starting DH campaigns.
Knowing what is automated and what is not is crucial to use the framework to the full effect.

Another good info to have would be knowing what the development team is working on (bug fixing, new features).

Are you planning to build a fully-automated combat system?
Managing range and selection of targets is not particularly hard, calculating and assigning damage would be a little harder (hit locations, armor, armor penetration, damage criticals). But this would significantly speed up combat (scattering auto weapons come to mind).

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wolph42
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Re: [Framework] [Dark Heresy] Version 1.0

Post by wolph42 »

Most of it is already done. Currently breaking my teeth on the armour wearing part...
A dev team... Lol chris is a great and valuable support but most of the time it's only me...
Ad for the implemented part. The talents already contain a flag signifying whether they're implemented or not. I've just not had the time to visualize that...

Automatic combat is something that chris has suggested. It's something I'll ask him to do but before that the char sheet will get a paint job...

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wolph42
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Re: [Framework] [Dark Heresy] Version 1.0

Post by wolph42 »

New biggie!

b7: (5 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

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wolph42
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Re: [Framework] [Dark Heresy] Version 1.0

Post by wolph42 »

b8: (5 feb 10):
-Ammo bars now work as they should work
-Talents can now be deleted

Next build will be more fundamental so likely more buggy.

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wolph42
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Re: [Framework] [Dark Heresy] Version 1.0

Post by wolph42 »

new build, possibly less buggy then I suggested earlier while I tested it quite thoroughly...

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...)

PaoloZ
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Re: [Framework] [Dark Heresy] Version 1.0

Post by PaoloZ »

I have seen you have a setting stating what is the limit for roll modifiers.
Check this entry on the official errata:
The maximum situational modifiers in combat should be +60/–60, instead of +30/–30 as described in the Combining Difficulties sidebar on page 197.

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wolph42
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Re: [Framework] [Dark Heresy] Version 1.0

Post by wolph42 »

hmm, I haven't got the book around, but I'll check. Anyway that is also one of the settings though I call it House Rule 2, if you're correct I'll edit it)! In the end though anyone can set his own.

Thnx for the input!

Edit:
I had a pdf lying around:
30modrule.jpg
30modrule.jpg (84.64 KiB) Viewed 1982 times
errata...?
Last edited by wolph42 on Mon Feb 08, 2010 10:42 am, edited 1 time in total.


PaoloZ
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Re: [Framework] [Dark Heresy] Version 1.0

Post by PaoloZ »

wolph42 wrote:errata...?
You can get the latest errata here.
The printer friendly version is available here.

I don't know if you have to register to the FFG site to download the files.

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wolph42
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Re: [Framework] [Dark Heresy] Version 1.0

Post by wolph42 »

I already have them and checked them and it seems that it has been changed since I purchased the book. Still as I said the option is there, its only cosmetics to change HR into RAW. But thnx anyway!

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booga
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Re: [Framework] [Dark Heresy] Version 1.0

Post by booga »

Hi Wolph,

the FW beautiful as usual.

Testing your latest build (10), I noticed that the ranged attack macros may be broken (or I'm doing it wrong). I tried both on your sample Token, and by creating a new one, adding Autopistol, creating a macro attack for it, then using it. After being asked for what hand to put the weapon in, the Macro stops and chat gives:

Invalid number of parameters 1, expected exactly 2 parameter(s)

Edit: Found the problem. Two missing Parenthesis in the CustomRangedAttack on Lib:DH. Here's the corrected Code:

Code:
[actionList = listAppend(actionList, "7. Use Half action to move,"]
[actionList = listAppend(actionList, "8. Use Half action to ready weapon"]


Which should be:

Code:
[actionList = listAppend(actionList, "7. Use Half action to move,")]
[actionList = listAppend(actionList, "8. Use Half action to ready weapon")]
Last edited by booga on Wed Feb 10, 2010 2:46 pm, edited 3 times in total.

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wolph42
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Re: [Framework] [Dark Heresy] Version 1.0

Post by wolph42 »

Booga,

Thank you for the feedback and thank you for the compliment.

I've tested it at home (downloaded it from the forum to be sure) and I don't get any errors, not on the sample not on a new token. Thats' not to say that there still are bugs in the code, but can you point out which two () I forgot and where? I'd like to see what I change cause it might effect other things that you aren't aware of... (its a bit of a hassle to find them back in the full code dump you gave)

Thanks!!

o and could you put [ spoiler] [ /spoiler]
Spoiler
(without the spaces)
around the code so its not so 'present' on the forum, saves a lot of scrolling!
Last edited by wolph42 on Wed Feb 10, 2010 2:08 pm, edited 1 time in total.

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