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Great Wyrm
 
Joined: Mon Sep 15, 2008 8:27 am
Posts: 1183
Location: Bristol, UK
 Post subject: Re: [4E] Rumble's "Slim" Framework
PostPosted: Mon Jul 02, 2012 5:14 am 
silversonic wrote:
#5: That's really too bad considering how many aspects of the framework I really like. Maybe there's a macro I can edit?

If you are prepared to edit macros, I will take a look and see if I can locate the bit of code. No promises though :)


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Great Wyrm
 
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 Post subject: Re: [4E] Rumble's "Slim" Framework
PostPosted: Mon Jul 02, 2012 3:33 pm 
Okay, the macro you need to look for is "rfw.applyDamage"

Look for the code:
Code:
   [h,if(state.Dead == 1),CODE:
   {
      [setState("Dead", 1)]
      [setState("Initiative", 0)]
      [setLayer("BACKGROUND")]
      [track = getLibProperty("FRAMETRACKER")]
           [track = json.remove(track, token.name)]
           [setLibProperty("FRAMETRACKER", track)]
      [macro("ConditionTrackFrame@this"):""]
   }]


Remove the setLayer Background bit :)


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Cave Troll
 
Joined: Thu Oct 15, 2009 5:42 pm
Posts: 59
Location: Cleveland, OH
 Post subject: Re: [4E] Rumble's "Slim" Framework
PostPosted: Tue Jul 03, 2012 10:50 am 
That works!! Thank you very much, Jagged!

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 Post subject: Re: [4E] Rumble's "Slim" Framework
PostPosted: Sat Jul 07, 2012 11:37 pm 
We had our second round of playing with far fewer technical snags for which we are thankful to Jagged for helping us out.

We did notice that powers that "miss" a targetted target don't reveal the damage rolled, just the potential miss damage on mouseover. So if we forget about any bonuses and then it turns out we actually hit the monster, we don't know how much damage we did unless we do the mouseover (and even then there's still a 1hp difference in what the actual damage could have been)

Any way to change this?

Thanks,
Devin

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Great Wyrm
 
Joined: Mon Sep 15, 2008 8:27 am
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Location: Bristol, UK
 Post subject: Re: [4E] Rumble's "Slim" Framework
PostPosted: Mon Jul 09, 2012 7:19 am 
My group has noticed some odd results with miss damage but I haven't had a chance to investigate (and am unlikely to get a chance for a while) so I suspect that's a job for Rumble.

When faced with the same situation I normally just get the player to roll the damage again by typing it directly into the chat.


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Great Wyrm
 
Joined: Mon Sep 15, 2008 8:27 am
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Location: Bristol, UK
 Post subject: Re: [4E] Rumble's "Slim" Framework
PostPosted: Tue Jul 10, 2012 8:04 am 
Jagged wrote:
Sneak Attacks:
Whoops. Just discovered the Class Features and the Sneak Attack action. Nothing to see here, move along. :oops:

What a great framework this is :mrgreen:


Turns out there is a slight error in the Sneak Attack code and the function doesn't output any result. To correct this problem you need to find the "rfw.addMarkStrikerMacros" function on the "Lib:4e" token.

Find the code for the sneak attack and change "[h,if(EditMode),CODE ..." to "[r,if(EditMode),CODE ..." as below:

Code:
[h,if(listFind(features, "Sneak_Attack") != -1),CODE:
{
  [h:icon = swordsBlack]
  [btnColor = "green"]
  [fntColor = "white"]
  [baseName = "Sneak Attack"]
  [btnLabel = strformat('<img src="%{icon}" height=12 width=12></img>%{baseName}')]
  [group = "------ Free Action / No Action ------"]
  [props = json.set("{}", "color", btnColor, "fontColor", fntColor, "group", group, "autoExec", "true", "minWidth", 150, "sortBy", "0-Feature-8")]
  [dcmd = '[h:feature = "Sneak Attack"][r,if(EditMode),CODE:{[macro("DeleteFeature@Lib:4e"):feature]};{[h:status=input("dice|2d6,3d6,4d6,2d8,3d8,4d8|Sneak Attack Dice|LIST|SELECT=0 VALUE=STRING","crit|0|Attack was a Critical Hit|CHECK")][h:abort(status)][h,if(crit):dmg=eval(replace(dice,"d","*"));dmg=eval(dice)]The target of your <b>Sneak Attack</b> takes [dmg] extra damage.}]']
  [h,if(!hasMacro(btnLabel)): createMacro(btnLabel, dcmd, props)]
  [h:ClassFeatures = json.set(ClassFeatures, baseName, btnLabel)]
}]


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Cave Troll
 
Joined: Tue Sep 28, 2010 4:46 pm
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 Post subject: Re: [4E] Rumble's "Slim" Framework
PostPosted: Mon Jul 16, 2012 5:09 pm 
This could tie into a fundamental misunderstanding of the "High Crit" Property on weapons, but here goes:

Level 26 Character has a High Crit Weapon that does 1d10r2 damage as his base (the r2 is due to an item that effectively gives Brutal 1).

The damage result has:

+9d10r2 (not maximized)
+6 Enhancement
+14 Other
+2d10r2 (Maximized to 20)
+30 Critical Bonus Damage
+9 Strength Bonus

It looks like the top line (9W) is the "High Crit" line, but my understanding is that it should only be 3W. Am I wrong, or is there something with the macro?


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Kobold
 
Joined: Wed Jul 04, 2012 6:42 pm
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 Post subject: Re: [4E] Rumble's "Slim" Framework
PostPosted: Mon Jul 23, 2012 7:52 pm 
Nice work on this man, must have taken a long time. :mrgreen:


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Kobold
 
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 Post subject: Re: [4E] Rumble's "Slim" Framework
PostPosted: Tue Jul 24, 2012 4:19 am 
Thanks this really fixed the issue easily. :arrow:


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Kobold
 
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 Post subject: Re: [4E] Rumble's "Slim" Framework
PostPosted: Tue Jul 24, 2012 6:49 pm 
Question: Anyone know how to clear previous conditions from a PC's Quick Reference Sheet? Maybe I missed it in the forum somewhere, but I just can't seem to clear it.

Thanks


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Great Wyrm
 
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 Post subject: Re: [4E] Rumble's "Slim" Framework
PostPosted: Wed Jul 25, 2012 3:51 am 
Novadros wrote:
Question: Anyone know how to clear previous conditions from a PC's Quick Reference Sheet? Maybe I missed it in the forum somewhere, but I just can't seem to clear it.

Thanks

In the Campaign Window you will find a Clear Conditions button. Select the token, press the button, tick the condition, job done :)

Alternatively there is a Condition Tracker frame the pops up when you modify anyone's conditions. You can also clear conditions from there.


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Kobold
 
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 Post subject: Re: [4E] Rumble's "Slim" Framework
PostPosted: Wed Jul 25, 2012 4:02 am 
Got it, thanks for the help :D


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Great Wyrm
 
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 Post subject: Re: [4E] Rumble's "Slim" Framework
PostPosted: Wed Jul 25, 2012 3:59 pm 
My weekly game is using D&D Essentials. So the two Human characters both have the Heroic Effort power, that gives you a once per encounter ability to add +4 to a die roll you would otherwise have failed. To facilitate this, I have modified the Power Execution function to display the following text after a miss where the margin is 4 or less, "An Heroic Effort would turn this into X type damage".

If you want to add this to your framework copy the text from the attachment into the "ExecutePower" macro in the Lib:4e token. The code only checks if the character has an Encounter power called exactly "Heroic Effort".


ExecutePower.macro.txt [11.59 KiB]
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 Post subject: Re: [4E] Rumble's "Slim" Framework
PostPosted: Mon Jul 30, 2012 9:50 pm 
Is there a way to make Combat Advantage apply to each swing when using powers like Twin Strike when attacking a single target? If you select the "Combat Advantage" toggle, it will only apply the +2 bonus to the first swing.

I have tried this with both the "Main Hand followed by Off Hand" toggle in power creation, and "One Creature, two attacks" on the actual attack frame. Each one will only apply the +2 to the first attack.

Not a huge deal, but something that I think merits a look. Thanks.


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Great Wyrm
 
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 Post subject: Re: [4E] Rumble's "Slim" Framework
PostPosted: Tue Jul 31, 2012 5:59 pm 
In my weekly game I have made a few updates to Rumbles Slim framework and thought I should include them here. The additions include:

1) Minor correction to sneak attack power
2) Minor correction to how miscellaneous defense bonus are displayed
3) Addition of an AC Bonus to the primary Implement tab. This is to enable feats like Wand Expertise.
4) Creation of an Evocation function to represent the Apprentice Evocation Mage feat. This feat allows you to reroll one die once if you roll any 1s for damage in an Evocation power. To represent this feat simply add "EVO" to the end of the damage description when creating the power. For example "2d6+Int EVO"
5) Humans in D&D Essential have the "Heroic Effort" feat that allows them to add +4 to an attack roll or save that would otherwise have failed. To enable this the "power execute" function will display "An Heroic Effort would turn this into x type damage" after any miss by 4 or less IF and ONLY IF the player has an Encounter Power called "Heroic Effort"
6) Addition of a Spell Book Function. Mages have more spells in their book than they can use in a day. So I created a function that makes use of Rumbles Power Library to allow players to dynamically add and remove powers from their character sheet.

How the Spell Book Function Works
First of all you must add all the spells to the PC Library (GM task). Then you can add the spells to a players library (GM Task). This is done by selecting the token and pressing the "Configure Spell Book" button from the campaign window. The will ask you to enter the number of encounter, daily and utility powers the player can use. It also allows you to add a spell by selecting Free, Encounter, Daily or Utility from the drop down selection. You will then be asked to select the level for the power and type in the name of the power or select the power to remove.

Once all the spells have been added to the players spell book they must be given the "Consult Spell Book" power using the "Class Features(F10)" button, and checking "Spell Book".

When a player presses the "Consult Spell Book" action, a window will appear displaying all the spells they know. Any spells they select will be added dynamically to their character sheet and any the do not select will be removed. They may have to press F2 to get the sheet to update.
Image

This pop-up window is designed so that the player can select whatever "Free" spells they like, but for Encounter, Daily and Utility they can only select 1 spell at each level for each type. Although its specifies how many spells a player may select, it doesn't prevent them selecting more.


RumbleSlim.cmpgn [1.95 MiB]
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