Rumble's 4E Framework, Version 5 - Discussion
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Re: Rumble's 4E Framework, Version 5 - Discussion
Hello everybody and greetings to Rumble for the masterframework!
I am doing some tests on it.
I am a bit confused, because in every power I use it applies the +2 bonus on attack rolls due to combat advantage.
How is it possible? Where can I change this option?
Thanks in advance
Edit:
Answered myself. I was checking "CA" box (combat advantage) without knowing it. Shame on myself!!!
I am doing some tests on it.
I am a bit confused, because in every power I use it applies the +2 bonus on attack rolls due to combat advantage.
How is it possible? Where can I change this option?
Thanks in advance
Edit:
Answered myself. I was checking "CA" box (combat advantage) without knowing it. Shame on myself!!!
Re: Rumble's 4E Framework, Version 5 - Discussion
Hi everybody,
I started just recently with maptool and this great Framework and am really impressed: Great stuff!
I'm having a hard time with a power adding a personal AttackBonus. It's the kobold skrimisher's "Mob Attack". I set up the power as a free action, no damage, auto-hitting and personal as target.
As hit conditions apllied to the target I set
When I use this power Skirmisher I get a popup window with informations about the power. But Clicking OK, doesn't change the Skirmisher's Attack. There is no condition applied to the Skirmisher (no icon and no entry in the conditions panel), and of course no Bonus is added to his attacks.
What is wrong with my setup?
Any help is greatly appreciated.
I started just recently with maptool and this great Framework and am really impressed: Great stuff!
I'm having a hard time with a power adding a personal AttackBonus. It's the kobold skrimisher's "Mob Attack". I set up the power as a free action, no damage, auto-hitting and personal as target.
As hit conditions apllied to the target I set
- AttackBonus
expiring at the Beginning of Your Next Turn
Bonus amount 1
defenses affected: None
affected power: all
valid target: any target
When I use this power Skirmisher I get a popup window with informations about the power. But Clicking OK, doesn't change the Skirmisher's Attack. There is no condition applied to the Skirmisher (no icon and no entry in the conditions panel), and of course no Bonus is added to his attacks.
What is wrong with my setup?
Any help is greatly appreciated.
Ready to play campaign: Kobold Hall - D&D4e LVL1
Re: Rumble's 4E Framework, Version 5 - Discussion
Can you attach the token? I'll take a look.
I think you just need to set the power to "Auto" vs. "Personal".
I'll watch for your post.
I think you just need to set the power to "Auto" vs. "Personal".
I'll watch for your post.
Re: Rumble's 4E Framework, Version 5 - Discussion
Token attached. The power is called "Mob attack".Deadolus wrote:Can you attach the token? I'll take a look.
Thanks in advance!
- Attachments
-
- Kobold Skirmisher.rptok
- (134.39 KiB) Downloaded 76 times
Ready to play campaign: Kobold Hall - D&D4e LVL1
Re: Rumble's 4E Framework, Version 5 - Discussion
You are welcome in advance...
So, the biggest change that needed to occur is that the condition
I changed a few things in the attached, below are some screen caps' of the changes with extra info on why I made the changes I did. I used the "Conditions Applied to Allies" in the Effect section vs. the Hit section as a personal preference. Both should work.
Now the bad news... kinda. Note that the bonus is variable; "The kobold skirmisher gains a +1 bonus to attack rolls per kobold ally adjacent to the target.". Meaning the bonus could be more than +1 if more than one Kobold is adjacent. You will need to setup the same power with a higher bonus (+2, +3, etc.) in order to add your bonus via a macro. Another option would be to just add the bonus to the attack power selection dialogue when you run the power. This will speed play as long as you remember.
Let me know if you have questions.
So, the biggest change that needed to occur is that the condition
should be setup in the "Conditions Applied to Allies" not Targets. Targets are generally the PCs. That is likely why you were getting undesired results.Cay wrote:
- AttackBonus
expiring at the Beginning of Your Next Turn
Bonus amount 1...
I changed a few things in the attached, below are some screen caps' of the changes with extra info on why I made the changes I did. I used the "Conditions Applied to Allies" in the Effect section vs. the Hit section as a personal preference. Both should work.
screen caps
- Attachments
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- Kobold Skirmisher (Updated).rptok
- (134.45 KiB) Downloaded 72 times
Re: Rumble's 4E Framework, Version 5 - Discussion
Ah, thanks! It was the "allies"-thing.
As for a higher bonus I just use this power once per kobold ally adjecent. Everytime I do that the skirmisher gets an additional bonus.
As for a higher bonus I just use this power once per kobold ally adjecent. Everytime I do that the skirmisher gets an additional bonus.
Ready to play campaign: Kobold Hall - D&D4e LVL1
Re: Rumble's 4E Framework, Version 5 - Discussion
Actually, I think it just writes over the previous +1 to defenses with the same +1, meaning it never actually gets over 1. Easy enough to test though, so give it a try.
Re: Rumble's 4E Framework, Version 5 - Discussion
Actually I didn't test it further then checking the bonus is applied. In the meantime I switched to DN's 4e FW. I like the design and the handling much better.
But thanks for your hint anyway.
But thanks for your hint anyway.
Ready to play campaign: Kobold Hall - D&D4e LVL1
Re: Rumble's 4E Framework, Version 5 - Discussion
Hello, I am editing a bit the framework, just to add and complete the Character sheet with some missing info (Alignment, Deity, Gender, Age, Languages).
I've added the following lines to the macro Char4e:CharacterEdit-Basics right after the XP entry:
<td><b>Alignment</b></td><td><input type='text' size='10' name='cAlignment' value='[r:Alignment]'></input></td>
<td><b>Deity</b></td><td><input type='text' size='10' name='cDeity' value='[r:Deity]'></input></td>
<td><b>Gender</b></td><td><input type='text' size='10' name='cGender' value='[r:Gender]'></input></td>
<td><b>Age</b></td><td><input type='text' size='10' name='cAge' value='[r:Age]'></input></td>
<td><b>Languages</b></td><td><input type='text' size='10' name='cLanguages' value='[r:Languages]'></input></td>
And saved this macro.
I have also added the following entries to Campaign Properties - Token4e:
XP:0
Alignment:0
Deity:0
Gender:0
Age:0
Languages:0
So, when I start the Management on my token, go to Edit Character, everything is displayed correctly.
Problem is I can't save it: when I edit any of the fields I've added, nothing happens.
I can still edit and save the other fields, fortunately.
Is there something I am missing?
I've added the following lines to the macro Char4e:CharacterEdit-Basics right after the XP entry:
<td><b>Alignment</b></td><td><input type='text' size='10' name='cAlignment' value='[r:Alignment]'></input></td>
<td><b>Deity</b></td><td><input type='text' size='10' name='cDeity' value='[r:Deity]'></input></td>
<td><b>Gender</b></td><td><input type='text' size='10' name='cGender' value='[r:Gender]'></input></td>
<td><b>Age</b></td><td><input type='text' size='10' name='cAge' value='[r:Age]'></input></td>
<td><b>Languages</b></td><td><input type='text' size='10' name='cLanguages' value='[r:Languages]'></input></td>
And saved this macro.
I have also added the following entries to Campaign Properties - Token4e:
XP:0
Alignment:0
Deity:0
Gender:0
Age:0
Languages:0
So, when I start the Management on my token, go to Edit Character, everything is displayed correctly.
Problem is I can't save it: when I edit any of the fields I've added, nothing happens.
I can still edit and save the other fields, fortunately.
Is there something I am missing?
Re: Rumble's 4E Framework, Version 5 - Discussion
I would guess that you're not doing anything with those input fields once you hit save - you've got a place to enter the data, but you have to process it once it is saved. What you'll need to do is look at the macro CEHandler, specifically the first section under:
(since I assume you're putting this information on the "Basics" page of the character editor) You will see a list of commands that show how to process the data put in the character sheet.
With your changes, when you hit "Save" on the character sheet, the JSON object sent to the CEHandler macro now includes a few more entries - one for each of the new fields you added. You'll have to pull those back out, and assign them to the token properties. So, for instance, the Alignment field would be stored in the JSON object (in the CEHandler macro, that object has the variable name info) with the key name "cAlignment" and you'd fetch it out, and assign it to the Alignment property, with:
and so on. Use the CEHandler macro as a guide.
Code: Select all
<!--Saving-->
With your changes, when you hit "Save" on the character sheet, the JSON object sent to the CEHandler macro now includes a few more entries - one for each of the new fields you added. You'll have to pull those back out, and assign them to the token properties. So, for instance, the Alignment field would be stored in the JSON object (in the CEHandler macro, that object has the variable name info) with the key name "cAlignment" and you'd fetch it out, and assign it to the Alignment property, with:
Code: Select all
[h:Alignment = json.get(info, "cAlignment")]
Re: Rumble's 4E Framework, Version 5 - Discussion
Yeah it works now, thank you very much for your advice!
I was evaluating also another feature: to add a real Inventory, with weight for items and encumbrance to character.
Is it possible? What should I have to edit?
PS
If it will be useful, I'll post the modified version of the framework once it's done!
I was evaluating also another feature: to add a real Inventory, with weight for items and encumbrance to character.
Is it possible? What should I have to edit?
PS
If it will be useful, I'll post the modified version of the framework once it's done!
Re: Rumble's 4E Framework, Version 5 - Discussion
You'd basically have to build it from scratch - you'd need to create the property (or properties) to hold the inventory information, the structure for the data, the macros to add, remove, and modify items (and calculate their weight / encumbrance), and the interface for the player to perform those functions.
Re: Rumble's 4E Framework, Version 5 - Discussion
This was created awhile ago by one of our members and it works great.It has a working inventory that track charges, weight ,encumbrance, and allows for custom added denominations,and allows you to give items to other players as well as organize them.Just drag token on map and use the Inventory macro on player token.
- Attachments
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- Libinventory.rptok
- (61.75 KiB) Downloaded 60 times
Re: Rumble's 4E Framework, Version 5 - Discussion
what a great forum and great users we have here.kyuss11 wrote:This was created awhile ago by one of our members and it works great.It has a working inventory that track charges, weight ,encumbrance, and allows for custom added denominations,and allows you to give items to other players as well as organize them.Just drag token on map and use the Inventory macro on player token.
Thank you very much!
Re: Rumble's 4E Framework, Version 5 - Discussion
I am wondering: what do they mean "vlnrblAcid", "vlnrblAll", etc in the Condition Name entry for power?