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Dragon
 
Joined: Mon Jul 18, 2011 12:10 pm
Posts: 682
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
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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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Dragon
 
Joined: Mon Jul 18, 2011 12:10 pm
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Location: Toronto
 Post subject: 161
PostPosted: Thu Sep 21, 2017 3:35 pm 
SL 161 hit the airwaves yesterday and finally fixes the inconsistent light sources around your enemies after attacking them. There were no issues with medium size tokens but larger ones looked a little strange. Grant Rest for PCs does send the macro to the first token but not the rest because the Observing state still wasn't being set. This has (hopefully) been fixed as well along with Configure Targeting using Create Effect's Range value which was supposedly fixed in SL 160. On the internal side, Attached Effects and the macros using it were not filtering contexts very well. Generally speaking, many tweaks have been made to the import process too.

With respect to new features, you can now use Link=Unique when registering effects. Even if the RE line remains the same, a new effect will be generated by virtue of a unique number being appended to the name. This is good for cumulative effects but bad for those which require a specific name like Prone_AC or ResistRadiant_CurrHP. I will try mitigating this gap in SL 162. The other new RE option is Duration=Sustain. For these, End My Turn will prompt you on whether the effect should be kept going or not. If you have a flying mount then I recommend keeping him alive because his death will now cause you to run Fall! Enjoy ...

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Joined: Mon Jul 18, 2011 12:10 pm
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Location: Toronto
 Post subject: 163
PostPosted: Fri Sep 29, 2017 6:16 pm 
There have been many quirks about importing monsters which have been annoying me as of late. These are all addressed in SL 163. Included are a lessening of Call Basic Attack detections (which is very difficult to programmatically model, btw), Process MM3 Power ignoring the Requirement field, the "Combat Advantage" trait will be handled a little better, Insubstantial and Phasing false detections for MM3 have been taken care of and minor defects with Import PC Power have been fixed. If your Immediate powers are crashing then it's because a bad macro call was inserted. Rebuild Power for the power will correct this.

Improvements include the support of same-named powers whereas before they were just skipped. For example, if there are melee and ranged versions of a power called Dagger then the first will be called Dagger Ranged, or whatever the attack type is. You can also now use the "Defender" keyword when defining triggers. Finally, Import dnd4e Powers will now prompt you when the import cycle is starting. That's a small change but it's better than clicking a button and having the MPB just sit there without any feedback for X minutes.

A few macros' have been improved through code reduction. Enjoy!

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Dragon
 
Joined: Mon Jul 18, 2011 12:10 pm
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Location: Toronto
 Post subject: 164
PostPosted: Wed Oct 04, 2017 5:36 pm 
SL164 was hurried out the door to correct the fact Skill Check was not including your token's scores (i.e. just giving the d20 roll). On the bright side, Grant Rest for PCs is finally working perfectly if my group's Monday session was any indication. The import of Summoned Creatures has also been improved greatly. Another big change is that I have decided to make Lib:MMHoF inclusion on your map mandatory (i.e. you'll get an error if not present) as there's lotsa important powers on there. The remainder of changes are mostly tweaks rather than bug fixes. Enjoy!

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Location: Toronto
 Post subject: 165
PostPosted: Sun Oct 15, 2017 11:06 pm 
SL 165 is now available and mostly consists of more monster import fine-tuning as well as a few minor performance improvements. Total Defense was still showing as an option even when already active and MMHoF handling has been tightened up a bit.

A couple of improvements improve the elimination of the "All or some" dialog in the Undo facility as well as the allowance of Immediate runs even if power locking is on. Edit Properties will now let you Delete during an encounter but be VERY careful when you do! Finally, the importer is now smart enough to set DmgType to "Prompt" if the text says "You can choose from the following types". Enjoy!

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