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Dragon
 
Joined: Mon Jul 18, 2011 12:10 pm
Posts: 678
Location: Toronto
 Post subject: 159
PostPosted: Tue Sep 05, 2017 12:14 pm 
Given the craziness of this past long weekend the 159 announcement got lost in the shuffle. No matter as the important thing is that it has been downloadable the whole time. Get DmgType List prompting for DmgType has been fixed as has Tally Damage not handling striker prompting consistently, Immediates Allowed will now allow the running of Death triggers, Construct Rumble States will now recognize the "deal" phrase for damage effects and a little weirdness surrounding the use of the Oppose Check macro has been cleared up.

The biggest improvement is the new Grant Rest for PCs macro which can be used before End Encounter. The Rest macro is sent to a PC token in the same way Validate sends Initiative at the beginning. Both operations now use the new Chain PC Macro facility to pass along the macro in question. End My Turn will now alert you if any token's AC exceeds 100 and ask you to correct. Refresh States will now Send Macro for Grab - Let Go vs ineligible grabbers. Lastly, Register Effect will now allow Reminder effects through Immunity filters.

Enjoy!

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StarMan - The MacroPolicebox D&D 4E Framework: Import ANYTHING!


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Dragon
 
Joined: Mon Jul 18, 2011 12:10 pm
Posts: 678
Location: Toronto
 Post subject: 160
PostPosted: Sat Sep 16, 2017 6:02 pm 
Finally gotten around to posting the start of the 160s series! When importing a monster I was getting Hit and Effect text but no other fields like Miss and Aftereffect. This BUG bug has been fixed along with Grant Rest for PCs which didn't seem to be working at all. Generally speaking there has been lots of tweaks to monster importing including some significant refactoring of functions. Ever since creating the light sources indicating attack effects, I have noticed some bizarre fluctuations in their range. They should now keep the Range value given to Register Effect. Another fairly big bug was Remove Effect on Save giving you a list of EVERYBODY's effects! It should now only give the ones concerning your token.

A nice improvement is that the importer will now try to detect changes to multiple defences. For example, when importing Boots of the Fencing Master the Create Effect run should now show "Multiple" as the value for the Property field and then take you to a dialog showing AC and Reflex checked. I will try expanding this concept beyond defences on an as needed basis. Speaking of the CE form, if you change the Range there it will now carry that value over to Configure Targeting ... which is nice! Banner will now run Start Turn Timer when an Immediate power is run so that guy's macro run time doesn't get added to your own. Have fun ...

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