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".

Moderators: dorpond, trevor, Azhrei, giliath, Gamerdude, jay, Mr.Ice

Forum rules
This forum is LOCKED. If a thread belongs here, use the "Report" feature of the post to let a moderator know to move it. General discussion should occur in the User Creations or MapTool forums.
User avatar
wolph42
Winter Wolph
Posts: 9999
Joined: Fri Mar 20, 2009 5:40 am
Location: Netherlands
Contact:

Re: [Framework] [Dark Heresy] Version 1.0

Post by wolph42 »

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

User avatar
wolph42
Winter Wolph
Posts: 9999
Joined: Fri Mar 20, 2009 5:40 am
Location: Netherlands
Contact:

Re: [Framework] [Dark Heresy] Version 1.0

Post by wolph42 »

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


User avatar
Rumble
Deity
Posts: 6235
Joined: Tue Jul 01, 2008 7:48 pm

Re: [Framework] [Dark Heresy] Version 1.0

Post by Rumble »

wolph42 wrote:build 17 added

You're like a machine.

User avatar
wolph42
Winter Wolph
Posts: 9999
Joined: Fri Mar 20, 2009 5:40 am
Location: Netherlands
Contact:

Re: [Framework] [Dark Heresy] Version 1.0

Post by wolph42 »

Rumble wrote:
wolph42 wrote:build 17 added
You're like a machine.
look who's talking... :mrgreen: ... however build 18 will be the last of my todo list. Then im gonna take a break. (safe for debug builds)...

ah and build 17 full log was:
  • 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"

User avatar
wolph42
Winter Wolph
Posts: 9999
Joined: Fri Mar 20, 2009 5:40 am
Location: Netherlands
Contact:

Re: [Framework] [Dark Heresy] Version 1.0

Post by wolph42 »

b18: (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
and... that's it folks, for the rest it will be mainly debugs so if you encounter any, plz report!!

User avatar
wolph42
Winter Wolph
Posts: 9999
Joined: Fri Mar 20, 2009 5:40 am
Location: Netherlands
Contact:

Re: [Framework] [Dark Heresy] Version 1.1

Post by wolph42 »

and finally its there...
Release 1.1 (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) with the new buttons I created in earlier release

User avatar
Jshock
Dragon
Posts: 311
Joined: Sat Jan 26, 2008 8:55 pm
Location: West Warwick, RI
Contact:

Re: [Framework] [Dark Heresy] Version 1.1

Post by Jshock »

I might be missing something, but most of the token buttons don't work... the only one that does anything is "Show Char Adjustments", everything else either shows as an undefined function or throws an error (though the names in the macro code seem to match up with the names of their associated lib macro). Wat do? :(

User avatar
wolph42
Winter Wolph
Posts: 9999
Joined: Fri Mar 20, 2009 5:40 am
Location: Netherlands
Contact:

Re: [Framework] [Dark Heresy] Version 1.1

Post by wolph42 »

Use the launcher and set stack to 2.
You can also put max mem to 1024.

I'll put this next time on the field as a reminder.

Let me know if it worked!

User avatar
Jshock
Dragon
Posts: 311
Joined: Sat Jan 26, 2008 8:55 pm
Location: West Warwick, RI
Contact:

Re: [Framework] [Dark Heresy] Version 1.1

Post by Jshock »

Yeah, that did it. Thanks!

User avatar
wolph42
Winter Wolph
Posts: 9999
Joined: Fri Mar 20, 2009 5:40 am
Location: Netherlands
Contact:

Re: [Framework] [Dark Heresy] Version 1.1

Post by wolph42 »

just had an interesting discussion with mr Rumble, where we found a way to count the lines of code... this framework currently counts about 5.5 thousand lines of code.

User avatar
booga
Dragon
Posts: 365
Joined: Fri Dec 14, 2007 9:00 am

Re: [Framework] [Dark Heresy] Version 1.1

Post by booga »

Gorgeous work as usual Wolph !



User avatar
wolph42
Winter Wolph
Posts: 9999
Joined: Fri Mar 20, 2009 5:40 am
Location: Netherlands
Contact:

Re: [Framework] [Dark Heresy] Version 1.2 beta

Post by wolph42 »

Version 1.2 is on its way, but currently I'm testing it and I'm waiting for a reply of the Author of the DH character generator. I also want to run a full session with the tool to see if any 'inconveniences' pop-up.

This new version has at least the same amount of builds as the last one, but since its very focussed on a self-learning-OCR-text-parsing-to-Token function I've not 'bothered' you with useless build updates. It's interesting when its finished.

Still if you want to beta test, attached is an update file, which you can use to update your current Campaign (at your own risk ;-))

How to do that?
Fortunately this is rather easy and only requires 4 steps (I haven't tested this myself though, but it should work...):
1. Download and Unzip the attached (to the first post) FW-Update-Package, put the .rptok files in your MT library and the other files in a place where you can find them;
2. Update the FW properties: click on Edit Menu --> Campaign Properties --> Import --> select .mtprops file;
3. Renew the library tokens: delete Lib:DH and Lib:Compendium and drag the new ones from your library onto the map (if you immediately want to get started --> click on Lib:DH and run oncampaignload);
4. Add new campaign macros: right-click in the campaign frame, click "Import" ("not Import Macro Set") and load the two .mtmacro files.

That's it!

Locked

Return to “Campaign Frameworks”