Warhammer Quest Framework (1.6)

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.
Jade
Giant
Posts: 149
Joined: Sun Jun 13, 2010 8:01 pm
Location: USA
Contact:

Re: Warhammer Quest Framework (1.0)

Post by Jade »

1.1 is done. All Monsters are supported. Going to be focusing on "between dungeon" support more next.

Jade
Giant
Posts: 149
Joined: Sun Jun 13, 2010 8:01 pm
Location: USA
Contact:

Re: Warhammer Quest Framework (1.2)

Post by Jade »

1.2 is done. This one is a pretty big deal.

New Features/Increased Implementation/etc.:

*Implemented treasure deck magic items
*Implemented casting system for Shaman akin to Wizard's casting macro
*Implemented Objective Room Treasure items
*Started implementation for wand use while spellcasting
*Created Equipment inventory manager (currently with support for weapons/armour/helmets/shields/boots/usable items), as well as a few system-wide alterations to support it.
*Created Lib:Equipment to handle item usage (performed with inventory manager).
*Created "Use Luck" Macro.
*Implemented Elf Skills.
*Spend/Lose gold should now always notify owner.
*Dwarf damage now works for all damage levels.
*Allowed for designating hit bonuses and penalties in attack macro
*Damage macro now allows for specific amounts of ignoring armour
*Added support for "once per adventure" weapons
*Fear updated to account for Knight's renown.
*skipdays implemented in: Grail Chapel locations; Chaos Warrior attributes
*New character editor macro.
*Elf ranger mage & Warrior-Priest spellcasting now specify spell.
*Kislevite Shaman-related macros now automatically incorporate the number of players set for the current dungeon level.
*Find Special Location now specifies settlement type when searching.
*Initiated tracking of lost Wounds, Strength, and Toughness.
*Added Bretonnian-specific results to Settlement Events
*Implemented Bretonnian leveling & skills support.
*Seperated "Special" into "Special" and "Skills"
*Started implementation of automating skills, including support for limited skill uses/dungeon
*Implemented Trollslayer skill support
*Implemented Pit Fighter uneventful days
*Fighting School implemented (but not the Armoury yet), including:
*Pit Fighter Leveling implemented
*Implemented Pit Fighter, Barbarian, Dwarf skills


Bugfixes (note: Some of these bugs may have been introduced since 1.1):

*Removed extra damage macro on rats
*Fixed bug in Bracelet of Transformation
*Fixed Invisibility Ring bug
*Edit Character now updates basic Wizard power bars
*Fixed spacing bug in Treasure macro
*Orc Warriors now have BS
*Fixed handling of snake attacks to remove redundancy, prevent negative wounds, and apply death where appropriate
*Fixed very minor "edit character" spell index bug
*Fixed damage bug relating to leather
*Fixed a few critical bugs in the Kitchens macro
*Fixed a ton of h:/r:-related roll option bugs in item macros
*Fixed '' bug in turn macros.
*Fixed damage macro when used on Pit Fighter
*Fixed parrying blade macro
*Fixed Giant Slayer error which caused it to be treated like normal weapon
*Fixed minor "alreadyused" bug in attack roll macro
*Several minor bugs fixed in the Alehouse macro.
*Fixed training points not saving in the Edit Character macro.
*Minor bugfixes in Continue Journey.
*Fixed training point bug in Fighting School.
*A few bugs in the Settlement Events macro fixed.
*Critical bugs in Spoiling macro fixed.
*Bugs in Leave Settlement macro fixed.
*Fixed Wizard's staff recharging bug which assumed all Wizards had a staff.
*Fixed a bug prevalent in several potion-like macros
*Fixed minor fear roll bug
*Fixed goblin wound bug
*Fixed two damage macro bugs
*Fixed bug in damage roll
*Fixed equip macro bug
*Several "Find Special Locations" bugs
*Starting character damage fixed
*The Baron's Castle now correctly registers honour loss on the Bretonnian Knight.


Known bugs and issues:

Known bugs:
*Ignoring specific amounts of armour currently will not eliminate bonuses from shields. (only relevant for heroes)
*A deck item and an objective room item are both called "Enchanted Shield", but with totally different effects. One will have to be renamed for both to function.
*If a Witch Hunter has more than 6 amulets, doubles will start behaving strangely.

Not yet implemented:
*It is currently impossible to gain weapon benefits from two separate weapons at the same time
*Deathsword not currently implemented (as its effects are "per turn" and not per attack)
*The Armour of Fortune assumes manual handling ATM
*Gauntlet of Damzhar is not currently implemented (as it should stack with weapons)
*Special Ammunition (such as the Arrows of Death) (as these should stack with the weapon)
*Orb of Might
*Shield of Deliverance
*The Shaman Spells "Robe of Fire" and "Fiery Shield" ought to be implemented at the damage level, but are not yet.
*Book of Arcane Knowledge (must currently be handled manually)
*While the Brooch of Power is fully-functional, it is not integrated into the "Cast Spell" macro, and so power must be drawn out before spellcasting.
*Rune of Death (must currently be handled manually)
*Crown of Sorcery
*Talisman of Obsidian (must currently be handled manually)
*Tablet of Adain
*Bane Sword (double damage must be applied manually before assigning damage)
*Any element of weapons which limits their use (1 attack/turn, may only be used once per adventure, Dragon Sword, etc.)
*Hellfire sword
*Armour of Dargan (to hit penalty must be handled manually)
*Spelleater Rune
*The damage caused from 1's and 2's must be removed manually when a warrior is using Elven Armour.
*Objective Room Treasure "Enchanted Shield" (due to naming issue)
*Reload has not yet been integrated into the equipment macro (though it has a functioning macro)
*The "use amulet" macro has not yet been integrated into the Equipment macro (though it has a functioning macro)
*Elf Helm has not yet been integrated into the damage macro (though it has a functioning macro)

Other comments:
*In "Deck Mode", the Event Deck currently shuffles monsters seperately from events, and uses probability to determine which to select; one part of the deck (events or monsters) might therefore run out much earlier than the other part.
*Depending on party size, Squig Hunters may come at a different ratio than expected. For example, it is possible to see "2 squigs, 3 hunters". When this happens, it is because of fractions; in the example given, "3 squigs, 6 hunters" was rolled, but if there are only 2/4 heroes, it will produce "1.5 squigs, 3 hunters", where the 1½ squigs rounds up to 2. In these circumstances, you can use the values as given, or you can simply round the hunters up to match the number of squigs.
*When the Sword of Destruction is "drawn" (equipped), it will not automatically nullify other magic items. This must all be handled manually.
*All special/magical shields can be equipped as normal shields, and give a T bonus of +1 if not otherwise indicated. All magical helmets can be equipped as normal helmets, and give a T bonus of +1 if not otherwise indicated.


I've got three projects in the works next (in no particular order):
1. Support for shop locations
2. A GM-focused inventory manager which allows for the easy adding/removal of items to a character.
3. Support for unusual spell effects

User avatar
thewarpspider
Kobold
Posts: 1
Joined: Fri Dec 10, 2010 12:53 am

Re: Warhammer Quest Framework (1.2)

Post by thewarpspider »

I'm new to rptools, but I've been playing WQ for almost 20 years. I pretty much have all the warrior packs, including some of the non-box ones. (my favorite is the dwarven brewmaster!) I'm also a programmer and was interested in starting my own framework of this to adapt it so more than just 4 people can play. Now that I've exposed most of my local friends to the game, I thought it might be easier to use this instead of the box stuff, so it lasts longer.

I'd be more than willing to join a game to see how it plays on the system.

hkarto
Kobold
Posts: 4
Joined: Sun May 15, 2011 1:42 am

Re: Warhammer Quest Framework (1.2)

Post by hkarto »

Wow, are you still looking for participants? I am definitely interested, and would like to contribute in anyway I can.

you can reach me by [email protected] or [email protected]

I would really love to try your hard work, thanks in advance.

Jade
Giant
Posts: 149
Joined: Sun Jun 13, 2010 8:01 pm
Location: USA
Contact:

Re: Warhammer Quest Framework (1.2)

Post by Jade »

Funny you should ask. After not using this for over half a year, a friend and I just started it up last night.

I'd love to have you join up and try it out some time.

Jade
Giant
Posts: 149
Joined: Sun Jun 13, 2010 8:01 pm
Location: USA
Contact:

Re: Warhammer Quest Framework (1.2)

Post by Jade »

1.3 is done.

New Features/Increased Implementation/etc.:

*Inventory manager now allows heroes to sell items automatically (but only at the appropriate times).
*Items that you have multiples of now can be used multiple times
*Implemented full support for automated shopping at the Armourer, Weaponsmith, Animal Trader, Fletcher, General Store, Gunsmith, Dwarf Guildmasters, Elf Quarter, and Armoury
*Incorporated Max Power into "edit character" macro
*Improved skipdays macro so it will now display as default the total set skipdays as well as thrownout status, and will update thrownout status in both directions
*"Find Special Locations" now limits characters to 1 attempt/day and prevents attempts when on skipdays/thrownout. Also prevents characters from finding locations when not in a town. It will also launch the relevant location macros directly.
*Lib:Book now shows current location (dungeon/journeying/settlement)
*Ring of Jade and "Gold!" macros now send rolls to the GM (allowing for rerolls, etc.)
*New macro makes it possible to quickly "disarm" and "rearm" heroes (for "the Beast" scenario).
*Full support for Wizard's Guild (except changing spells)

Bugfixes (note: some of these may have been introduced after 1.2):

*Warrior priest Ring of Jade now separated from Holy Book
*Chaos Warrior starting artefacts now being placed in correct spots
*Treasure states are reset upon starting a new dungeon
*Ranger now only has access to the Wizard's Guild if he has spells
*Choose Character now clears out boots and helmets and item bonuses.
*"Long" centaurs now have special rules listed
*Talon of death now updates health bars
*Fixed spear target bug
*Fixed Fighting School "old friend" bug
*Fighting school should now show all advances
*Alchemist now tells what is being transmuted
*Fixed typo in witch hazard
*Fixed spell ring bug
*Fixed bug not recognizing equipment owner had multiples of
*Fixed a settlement event bug which was displaying Bretonnian-only info to everyone
*Leveling now updates a Wizard's maximum power (for bar purposes)
*Fixed a few bugs in the damage macro related to pit armour
*Fixed rope macro
*Fixed a bug that didn't note the number of fire arrows purchased at the fletcher
*Fixed bug in settlement events that was hiding one event
*Enchanted shield workaround implemented
*Fixed apostrophe-related Deathstone bug
*Fixed bug in Footprints macro which was giving away details
*Fixed Lucky Charm bug which was revealing a variable
*Fixed bug in Heal-Itt potion
*Corrected a few minor typos
*Adjusted a few monster tokens to no longer be top-down
*Fixed bug in damage macro which assumed everyone had a fur cloak


Known bugs and issues:

Known bugs:

*Ignoring specific amounts of armour currently will not eliminate bonuses from shields. (only relevant for heroes)
*If a Witch Hunter has more than 6 amulets, doubles will start behaving strangely

Not yet implemented:
*It is currently impossible to gain weapon benefits from two separate weapons at the same time
*Deathsword not currently implemented (as its effects are "per turn" and not per attack)
*The Armour of Fortune assumes manual handling ATM
*Gauntlet of Damzhar is not currently implemented (as it should stack with weapons)
*Special Ammunition (such as the Arrows of Death) (as these should stack with the weapon)
*Orb of Might
*Shield of Deliverance
*The Shaman Spells "Robe of Fire" and "Fiery Shield" ought to be implemented at the damage level, but are not yet.
*Book of Arcane Knowledge (must currently be handled manually)
*While the Brooch of Power is fully-functional, it is not integrated into the "Cast Spell" macro, and so power must be drawn out before spellcasting.
*Rune of Death (must currently be handled manually)
*Crown of Sorcery
*Talisman of Obsidian (must currently be handled manually)
*Tablet of Adain
*Bane Sword (double damage must be applied manually before assigning damage)
*Most elements of weapons which limits their use (1 attack/turn, Dragon Sword, etc.); [I think 1/adventure weapons work now?]
*Hellfire sword
*Armour of Dargan (to hit penalty must be handled manually)
*Spelleater Rune
*The damage caused from 1's and 2's must be removed manually when a warrior is using Elven Armour.
*Reload has not yet been integrated into the equipment macro
*The "use amulet" macro has not yet been integrated into the Equipment macro
*Orb of Might and Shield of Deliverance are not yet handled by the selling macro.
*Charms of learning are not yet incorporated into leveling macros.
*Pit Armour cannot yet be sold through the selling feature.
*The armour-destroying element of the Obsidian Blade must currently be handled manually.
*Bracelet of Ashain must currently be handled manually.
*Changing of Wizard Spells must currently be handled manually.
*Wizard's Guild Potions have not been coded as items yet.

Other:
*In "Deck Mode", the Event Deck currently shuffles monsters seperately from events, and uses probability to determine which to select; one part of the deck (events or monsters) might therefore run out much earlier than the other part.
*Depending on party size, Squig Hunters may come at a different ratio than expected. For example, it is possible to see "2 squigs, 3 hunters". When this happens, it is because of fractions; in the example given, "3 squigs, 6 hunters" was rolled, but if there are only 2/4 heroes, it will produce "1.5 squigs, 3 hunters", where the 1½ squigs rounds up to 2. In these circumstances, you can use the values as given, or you can simply round the hunters up to match the number of squigs.
*When the Sword of Destruction is "drawn" (equipped), it will not automatically nullify other magic items. This must all be handled manually.
*All special/magical shields can be equipped as normal shields, and give a T bonus of +1 if not otherwise indicated. All magical helmets can be equipped as normal helmets, and give a T bonus of +1 if not otherwise indicated.
*There are two different items called "Enchanted Shield", with different properties. The Objective Room Treasure item has been renamed "Runic Shield".
*"Boots of Swiftness" have different values in the book and in the treasure deck. I've adopted the deck value (500).
*You cannot equip most items with a plural status at the moment. So if you get two dragonhelms, it should be registered as "Dragonhelm (2)", not "Dragonhelms (2)".
*Because the Wizard's Guild "Potion of Strength" and "Potion of Toughness" are different than the treasure forms of these potions, the Wizard Guild potions have been renamed "Potion of Lesser Strength" and "Potion of Lesser Toughness".


Not sure what's on the block next; I'm going to continue to work towards broader implementation.
Last edited by Jade on Fri May 20, 2011 3:11 pm, edited 2 times in total.

User avatar
RPTroll
TheBard
Posts: 3159
Joined: Tue Mar 21, 2006 7:26 pm
Location: Austin, Tx
Contact:

Re: Warhammer Quest Framework (1.2)

Post by RPTroll »

Is the framework something you can show with a few screen shots? If so can you post them here so folks can take a look?
ImageImage ImageImageImageImage
Support RPTools by shopping
Image
Image

Jade
Giant
Posts: 149
Joined: Sun Jun 13, 2010 8:01 pm
Location: USA
Contact:

Re: Warhammer Quest Framework (1.3)

Post by Jade »

Apart from the tiles, which look quite similar to the game tiles, there really isn't much to see.

It's mostly a matter of what things do.

My goal has been (and continues to be) simply to try to automate as much as I can out of the boardgame.

However, if there's some particular feature or macro you'd like to see a screenshot of in action, let me know and I'll be happy to oblige.

User avatar
RPTroll
TheBard
Posts: 3159
Joined: Tue Mar 21, 2006 7:26 pm
Location: Austin, Tx
Contact:

Re: Warhammer Quest Framework (1.3)

Post by RPTroll »

I'm looking for some screenshots for some marketing material I'm putting together for RPTools. I noticed yours and was just wondering.

Cheers,
Troll
ImageImage ImageImageImageImage
Support RPTools by shopping
Image
Image

Jade
Giant
Posts: 149
Joined: Sun Jun 13, 2010 8:01 pm
Location: USA
Contact:

Re: Warhammer Quest Framework (1.3)

Post by Jade »

What kinds of screenshots are you looking for? Games in action?

User avatar
RPTroll
TheBard
Posts: 3159
Joined: Tue Mar 21, 2006 7:26 pm
Location: Austin, Tx
Contact:

Re: Warhammer Quest Framework (1.3)

Post by RPTroll »

Jade wrote:What kinds of screenshots are you looking for? Games in action?
I'm looking for a variety of screens shots from a lot of different games. The goal is to show MapTool flexibility.

Feel free to send any screenshots to [email protected] or point me to them on the forums.

Cheers,
Keith
ImageImage ImageImageImageImage
Support RPTools by shopping
Image
Image

Jade
Giant
Posts: 149
Joined: Sun Jun 13, 2010 8:01 pm
Location: USA
Contact:

Re: Warhammer Quest Framework (1.3)

Post by Jade »

1.4 is done.

New Features/Increased Implementation/etc.:

*Settlement Events has been changed to "End Day", which pays living expenses, and runs "Next Day"
*Ammo (& powder) selection & usage are now fully supported for missile weapons
*Removed "Create Starts" and the need for it
*Shops now add to current item stacks, instead of just creating new ones
*Added a "to hit" macro to help players
*PC Prefix integrated into PC macros
*Witch Hunters Guild now provides new amulet to Witch Hunters when appropriate
*Added Ranger skills
*Provisions, bandages, and the lunchbox now display roll when healing fails (for faith purposes/etc.)
*It is now possible to manually adjust whether or not heroes need to pay living expenses
*It is now possible to apply multipliers to living expenses
*Added support for Elf Power Shot, Doomstrike, and Pinion skills
*Added "on fire" state
*Added Wardancer & Halfling Thief training
*Added Imperial Noble, Witch Hunter, Halfling Thief, Kislevite Shaman, & Warrior Priest uneventful day results
*Added Luigi & Salvatore & Shaman "Solitude"
*Settlement events now automatically roll twice for Shamans & War Dancers were appropriate
*Added support for Barbarian Battle-Rage, Sixth Sense, Grapple, & Shield Wall skills
*Added support for Dwarf Mighty Blow, Stonemaster, Grudgelord, Blood-Fever, & Endure skills
*Added crude warpfire macro to see which equipment gets affected
*Added Invisibility Ring macro
*Incorporated Wardancer special rules into Elf Quarter & Noble House macros
*Added Wardancer Troupe Elder, Wood Elf Traders, Wild Spirit, and Swordmaster macros
*Added support Chalice of Fate and Crown of Sorcery
*Added Elf Noble House location
*Find Special Location no longer needs settlement type explicitly selected

Bugfixes (note: some of these may have been introduced since 1.3):
*Fixed Kitchens bug
*Removed some redundancies to try to cut down on framework size
*Fixed waybread bug
*LClass now gets updated on training
*New characters no longer retain old skipdays/thrownout
*Fixed Spell Ring bug
*Not deleting treasure anymore; some people may want to keep it
*Dodge is now part of the damage macro, and does not need to be used manually
*Settlement events no longer roll for dead heroes
*Dragon Fighting was incorrectly implemented in damage macro; now fixed
*Lunchbox will now revive a dead halfling
*Damage macro no longer looks for monster strength (some monsters lack this)
*Damage macro now asks if 6 was rolled for damage, and destroys leather based on this (not hit roll)
*Fixed error in Events list
*Fixed hbonus problem in Attack macro
*Fixed Chaos Warrior Attribute dungeon start bugs
*Double Warp Frenzy (at character creation) now registers property as WF (5)
*Fixed musket not being recognized as weapon type
*Fixed some minor equipment matching bugs
*Added Pit Fighter stock bonus to Weaponsmith
*Canceling out should no longer prevent item macros from displaying equipping/selling
*Improved handling of damage/heal macro, fixing several bugs
*Obsidian blade damage roll bug
*Attached armoury to fighting school
*Fixed beast paralysis bug
*Fixed Talon of Death bugs
*Fixed Hand of Death misplacement
*Fixed Wizard Staff updating bug
*Various minor typos & bug fixes

Known bug:

*Ignoring specific amounts of armour currently will not eliminate bonuses from shields. (only relevant for heroes)

Lots of stuff still isn't implemented.

Next up comes broader skill support for some of the extended classes, separate monster rolling in the Event Deck (for certain events & objective rooms), more item support, and (hopefully!) automated journeying.

zepfhyr
Kobold
Posts: 1
Joined: Thu Jun 23, 2011 10:19 am

Re: Warhammer Quest Framework (1.4)

Post by zepfhyr »

I would love to a) play with you, and b) get a copy of whatever macros and the like I can while playing. I am never able to get together with my friends to play my physical copy of this, so being able to play online would greatly improve my chances of having a hero reach level 10. :-D

Email me at 'my username' at thecashcodex dot com.

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

Re: Warhammer Quest Framework (1.4)

Post by wolph42 »

again Im curious what you made of it, can you pm me a link to a copy?

tip:
1. get dropbox (I can invite you for an extra 250 Mb, just pm me with your email),
2. create an universal name for the framework (without version number)
3. dump that in the public folder and copy link location (right mouse click)
4. goto bit.ly
5. paste link and retrieve link
6. pm that link to any requests you get.

The advantages:
- You can track the downloads and even from where they're initiated, so if e.g. you'll notice a sudden peak comming from e.g. email, you might want to destroy the link (or not?), you also get to see from what countries the downloads are.
- As long as you keep the same name of the file, you can just replace the file in the public folder and you don't need to update the link.

khorne
Cave Troll
Posts: 37
Joined: Thu Dec 25, 2008 8:47 am

Re: Warhammer Quest Framework (1.4)

Post by khorne »

Wanna Join the campaign!!! PLease tell me if and when you're starting (or at least when you have posted the framework).

Post Reply

Return to “Campaign Frameworks”