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Post subject: [Framework] [Dark Heresy] Version 1.4 b2
Posted: Tue Nov 17, 2009 5:15 am
After a break of a couple of months I've finally find the motivation and time to pick it all up again. This has resulted in v 1.3. It contains a text to token properties parser, which was a LOT of work (edit: and no longer in beta). I've taken care of nearly every bug report on this forum (my gratitude to all!) and my own findings. There are however still a couple of reported bugs left which I can't reproduce, a step by step example would be great!!
Its still not bug free (and it probably never will) so check the bug report here below to answer some question and post post post comments, feedback, bug reports and feature requests
My thanks to Mr Rumble for his major support in this project!
Important note: Currently the Framework needs at least 1Mb (Using the launcher) OR 2Mb(using the .bat files) of stack to operate. The batch (.bat) start automatically with 512kb (so it won't work). Either use the launcher and set stack to 1 or or edit the .bat files: e.g. (1Gb version): javaw -Xmx1024M -Xss512K -jar maptool-*.jar run ---> javaw -Xmx1024M -Xss2M -jar maptool-*.jar run (yes, launching MT with the launcher or with the .bat files should need the same amount of stack but this appears not to be the case on all computers!!)
So plz feed me back with comment!
This is a link to the Illumination Campaign which you can find in the core rulebook, so you can get an idea what you can do with Maptool in combination with pre-made maps. Note that this example was created quite a while ago and the Dark Heresy Framework has improved a lot since then, so you will be looking at an old version.
Here you can find an campaign that is embedded in a (much) more recent FW build
Updated
I've set up a 4share account where everyone playing Dark Heresy (and/or Warhammer FRP) can share their work. I've uploaded two DH campaigns (and a couple of WFRP campaigns), one created in an older build of the FW and one in the current (b4). Feel free to download them and use them to your liking. In return I like to ask you to upload your own work onto the shared account. Link: http://4shared.com/ username: rumblingwolph@gmail.com password: darkheresy Please, if you upload, create your own directory and put your files in there.
In the excelsheet you'll notice that there are dark blue and light blue sheets.
The light blue sheets are tables used within the FW. If you want you can edit these and you can use my table update tool to swiftly update the FW (see sig.)
The dark blue sheets are constructors to create code to build a json object. The name of the sheets will give you a hint, which json structures there about. You can use these sheets to change or expand the current framework data.
How? Lets take the Weapons sheet for example, at the bottom you can add a new entry, most fields need some kind of entry (but if you do that wrong you'll know soon enough). Fill these up and then copy paste the cells from columns X, Y and Z from one row above and paste them in the edited row. If you have added multiple rows you can paste it in all the new rows at once.
If you have done that you can copy the cells in column Z (conveniently marked red)(only the new entry is enough) and open the framework. Go to the 'Compendium' token, here is a 'build weapons' macro. Edit this one and paste the line at the bottom. Run the macro et voila, the weapon(s) has been added to the list.
In case of talents, skills, armour, traits you need to paste the new entry just above the last line. There should be a white space at the bottom, thats the spot you can paste it.
If you need more help with this...post!
First check the change log to see what you need to update (i.e. campaign properties are rarely updated, campaign macros are scarcely updated) If an update package is available: 1. Download and Unzip the attached 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 Macro Set--> 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, first click, clear panel, then click "Import" ("not Import Macro Set") and load the .mtmacro
To update existing/old tokens with new buttons do the following: 1. drag a clean token to map. This token will have the new buttons 2. drag the new buttons to campaign (or global) panel 3. select all tokens to be updated 4. drag the new buttons from campaign (or global) panel into the 'common' part of the 'selected token' panel. 5. check if they work, if you get some 'no permission' error, right click on the macro, click options, and uncheck top checkbox: 'allow players to edit this macro'
If an update package is not available (cause I don''t always take the time) Create one yourself: 1. open the new Framework 2. rightclick on campaign macros panel (not on a button) and click export macro set, etc. 3. right click on DH:Lib and click save (at the bottom), etc. 4. right click on Compendium:Lib and click save, etc. 5. click on Edit Menu --> Campaign Properties --> Export, etc. et voila, you have your update package
Updated with how to update old tokens
On the standard map are three token, two large library tokens, the basic rule for library tokens is: "do not touch unless you know what you're doing" On these token all the code and data is stored and that is there ONLY function.
Next to that is one example token Nihilus Fain, which you can use to 'play around' You can also drag new token from the library to the map.
To 'do' something you need to select a (non library) token and then you can use the macros (buttons) that are on them. These are buttons are in the 'selected' panel. There is also the 'campaign' panel where more 'general' macros are usually for the GM only.
Using weapons is also a bit of a hassle, but that is because it follows the rules quite strictly (you need to carry it and it needs to be loaded and that does require time) In the splash screen is explained howto equip and carry a weapon and howto create a button for it to actually use it. The first question asked will be: which hand do you carry it The second (in case of ranged weapons) will be whether you want to load it (but as you'll probably did not acquire any ammo, it will state 'out of ammo'. There is an ammo button where you can get ammo, do this first. Then reload the weapon.
The tricky part is that is takes 1 or 2 rounds to load a weapon and after these two rounds it is actually loaded. To pass 2 rounds you'll need the campaign panel where 'Initiative' is situated. click on the token, click roll then click next (twice) and the weapon is loaded. Let me know if you encounter any further problems and thank you for this feedback!!
To make updating your campaign from one build to another a bit easier: after the date of every build is a code (e.g. "(M,D,C)")that indicates what you need to update from the previous build (using the update package): Campaign (M)acros, (D)H:Lib token, (C)ompendium:Lib token, (P)roperties. 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
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.
Current version is created in Maptools b70
linking this framework to the DH char generator Im already discussing it with the author, but this might take a while
really hide, hidden npc and create a spot macro (already finished but on another FW)
Post subject: Re: [Framework] [Dark Heresy] Version 1.0
Posted: Fri Jan 29, 2010 9:37 am
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
-removed old part of the log, if your still interested i''ve posted it here, that is 3 posts below this one 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): [/color]
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 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 listl, so every time I've implemented a couple more.
Post subject: Re: [Framework] [Dark Heresy] Version 1.0
Posted: Tue Feb 02, 2010 6:44 pm
build 5 just submitted: b5: -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
Post subject: Re: [Framework] [Dark Heresy] Version 1.0
Posted: Wed Feb 03, 2010 8:53 am
FoxPhoenix135 wrote:
I like this framework, it is very handy, but I am having a couple of issues:
Manage Armor and Manage Weapons are not working for me. I have to use the "Equip" macro to accomplish anything.
Quote:
Roll option macro: bad option parameters 1. Statement options (if any): macro("Manage My Weapons@Lib Statement Body : DH"):""
This is what it tells me when I try to manage my weapons, for example. Any ideas as to what I am doing wrong?
Its what I would call a (rather big) bug. Thank you for reporting it, it has been resolved. Note that it's not quite unlikely that you'll encounter more bugs as it hasn't been thoroughly tested yet. I usually test new code, once, but e.g. the 'create complete macro set on a new token automatically macro' i clicked on a few buttons and found nothing so I assume that the rest would be ok... (which from a coders pov is obviously hilarious...)
Post subject: Re: [Framework] [Dark Heresy] Version 1.0
Posted: Thu Feb 04, 2010 5:50 am
There seems to be a wrong calculation of the degrees of success on a successful skill roll:
Quote:
Nihilus Fain (Example): succeeds a Evaluate test with 1 Degrees of Succes Roll: 14 on 50 (Int) = 36 under.
Nihilus Fain (Example): succeeds a Evaluate test with 5 Degrees of Succes Roll: 50 on 50 (Int) = 0 under.
The above is copied from the chat window, rolled form the Char Sheet. The following is rolled instead with the UseSkill Macro:
Quote:
Nihilus Fain (Example): succeeds a Gamble test with 0 Degrees of Succes Roll: 8 on 50 (Int) = 42 under
Calculations on a failed roll look OK.
You should probably end your Use Skill macro in Lib:DH in this way:
Code:
[r, if(Roll <= SkillChar), CODE: {<!--succes--> succeeds a <u>[r:Skill]</u> test with <u><b>[r:floor((SkillChar-Roll)/10)]</u></b> Degrees of Succes <br> <b>Roll: [r:Roll]</b> on [r:SkillChar] ([r:SkillCharStr]) = <u>[r:SkillChar-Roll]</u> under. };{<!--fail--> fails a <u>[r:Skill]</u> test with <u><b>[r:floor((Roll-SkillChar)/10)]</u></b> Degrees of Failure <br> <b>Roll: [r:Roll]</b> on [r:SkillChar] ([r:SkillCharStr]) = <u>[r:-SkillChar+Roll]</u> above. }]
Post subject: Re: [Framework] [Dark Heresy] Version 1.0
Posted: Thu Feb 04, 2010 6:30 am
Using your example token and clicking on the Power Sword Entry in the Char Sheet:
Quote:
Nihilus Fain (Example): Modifiers: trainedInWeapon = -10 Makes an attack with Power Sword Rolling against WS 80 (-10 modifiers). Roll: 46 - You deal a crushing blow Target is hit in the body and takes 12 Energy damage. You have the 'Crack Shot' talent and deal an additional +2 critical damage
Crack shot is valid for ranged weapons, not melee. Anyway the character has the Crushing Blow Talent also, which has the same effect as Crack shot for melee weapons.
Also the input window just before the roll (the one allowing to set modifiers) displays: CHAIN KNIFE ATTACK I tried adding Melee Weapon Training: Chain but the penalty for using a weapon without the relevant skill still stays (so the line on the input window is just a little bug). It goes correctly away by adding Melee Weapon Training: Power.
Another little error: the penalty for using a weapon without the relevant skill is -20 not -10 (Dark Heresy Manual page 191).
Post subject: Re: [Framework] [Dark Heresy] Version 1.0
Posted: Thu Feb 04, 2010 6:33 am
PaoloZ wrote:
There seems to be a wrong calculation of the degrees of success on a successful skill roll: [snip]
I see that this is another thing to add to the settings, or at least in the splash screen. 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. Point is I use this for 'guiding' table top sessions, meaning my players roll physical die (and use the 10-die rule) and as a consequence I too use the same rule in the Framework.
I agree though that this can be confusing and that I actually should make this an option (thought that's quite a hassle to implement as die rolls are all over the place/code)
Post subject: Re: [Framework] [Dark Heresy] Version 1.0
Posted: Thu Feb 04, 2010 6:52 am
I now see you second post! Thanks for the input, I get working on it. -the talent bug is me forgetting to check whether a melee or ranged weapon is used (modifiers are handled in the same function) Gonna fix that in the next build! Edit: I got that assumption wrong. Its a typo:
Code:
[if(hasTalent("Crippling Strike")):attackOutcome = attackOutcome + "<br>You have the 'Crack Shot' talent and deal an additional +2 critical damage"]
it should be:
Code:
[if(hasTalent("Crippling Strike")):attackOutcome = attackOutcome + "<br>You have the 'Crippling Strike' talent and deal an additional +4 critical damage"]
By the way crack shot != crusshing blow, crack shot is extra critical damage, crushing blow is extra damage, while crippling strike is again extra critical damage
-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)
- the chain weapon training part...I don't get it? 1. I created a new token, 2. gave it a chain knife, 3. created the macro button for the attack, 4. clicked on it (encountered some errors that can be ignored=have no impact, but need to be fixed, just click ok) 5. got a -20 penalty on the result (so that answers you other report as well)
6. Then I clicked talents 7. selected melee weapon training 8. selected 'chain' group 9. attacked again with the weapon (noticed you only had to click the 'errors' away once, now they don't appear anymore) 10 got no penalty as I have the correct talent.
So no bug... can you plz, step wize explain me what you did?
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