Search found 82 matches

by Colmarr
Thu Jun 16, 2011 9:37 am
Forum: D&D 4e Frameworks
Topic: [Rumble 5.1.3]: Custom Mods
Replies: 51
Views: 13390

Re: [Rumble 5.1.3]: Custom Mods

High Crit Damage This isn't my coding or my players. It's Rumble's work but I'm including it here so anyone who looks through this thread has the mod in the same place. To correctly implement High Crit damage (the 5.1.3 framework adds 1[W] to crits, not 1[W] per tier), follow the instructions here ...
by Colmarr
Wed Jun 15, 2011 7:02 am
Forum: D&D 4e Frameworks
Topic: [Rumble 5.1.1] High Crit Weapon damage
Replies: 12
Views: 4285

Re: [Rumble 5.1.1] High Crit Weapon damage

Dumb question: How do I go about replacing macros? If I click the attached file, it asks me where to save it. I can't see a suitable location. Edit: Figured it out. For those who are as clueless as me: Download the fix files and save them somewhere obvious (like your desktop). Then find the macro gr...
by Colmarr
Tue Jun 07, 2011 9:25 pm
Forum: D&D 4e Frameworks
Topic: Rumble's 4E Framework, Version 5 - Discussion
Replies: 598
Views: 68704

Re: Rumble's 4E Framework, Version 5 - Discussion

While running a test session on Sunday night, we discovered that the players could not see the character sheets (the little beige windows that pop up when you hover over a token) for other players' PCs. We figured out that it's based on the token properties, and that the '@' symbol signifies informa...
by Colmarr
Mon Jun 06, 2011 6:51 am
Forum: D&D 4e Frameworks
Topic: [Rumble 5.1.3]: Custom Mods
Replies: 51
Views: 13390

Re: [Rumble 5.1.3]: Custom Mods

AUTOMATED AURAS Current: The framework supports auras (by which I am referring to shaded squares around a token, not the 'aura' powers used in 4e) and includes an impressive list of them, but does not support applying them as a consequence of power usage. Proposed improvement: Automatically apply a...
by Colmarr
Fri Jun 03, 2011 12:42 am
Forum: D&D 4e Frameworks
Topic: [Rumble 5.1.3]: Custom Mods
Replies: 51
Views: 13390

Re: [Rumble 5.1.3]: Custom Mods

SPEED CHANGE CONDITION Current: The framework handles and tracks the slowed condition, and allows you to manually edit a token's speed, but does not automate speed changes from powers such as Razorclaw Shifting. Proposed improvement: Create a condition that records and tracks speed changes. Method:...
by Colmarr
Thu Jun 02, 2011 7:25 am
Forum: D&D 4e Frameworks
Topic: [Rumble 5.1.3]: Custom Mods
Replies: 51
Views: 13390

Re: [Rumble 5.1.3]: Custom Mods

spayne wrote:At-Will stances do not end at the end of an encounter.


Learn something new every day!

I've amended the relevant post to mention that. Thanks
by Colmarr
Wed Jun 01, 2011 12:12 am
Forum: D&D 4e Frameworks
Topic: [Rumble 5.1.3]: Custom Mods
Replies: 51
Views: 13390

Re: [Rumble 5.1.3]: Custom Mods

Chrome, Firefox 3 and 4, Safari, and Internet Explorer all do the button thing. Cool. I'd seen the 'wall of black'-type spoiler on RPTools before, so assumed it didn't use the open/close sort. Beast form post edited accordingly. Thanks all. Edit: One server at my work displays open/close spoilers. ...
by Colmarr
Tue May 31, 2011 10:16 pm
Forum: D&D 4e Frameworks
Topic: [Rumble 5.1.3]: Custom Mods
Replies: 51
Views: 13390

Re: [Rumble 5.1.3]: Custom Mods

Kryx wrote:Using Chrome it is exactly as you described in the first paragraph.


Huh, so it works in Chrome? Ok, must be a browser thing then.
by Colmarr
Tue May 31, 2011 7:36 pm
Forum: D&D 4e Frameworks
Topic: [Rumble 5.1.3]: Custom Mods
Replies: 51
Views: 13390

Re: [Rumble 5.1.3]: Custom Mods

This? I was more interested in the type that opens and closes (and thus doesn't take up screen space when closed - a neat way of controlling post size if you want to include large images such as the powers). The code for that type of spoiler is usually [sblock ] but the code isn't working here. The...
by Colmarr
Tue May 31, 2011 6:25 pm
Forum: D&D 4e Frameworks
Topic: [Rumble 5.1.3]: Custom Mods
Replies: 51
Views: 13390

Re: [Rumble 5.1.3]: Custom Mods

Have you thought about maintaining a 'Colmarr' version that you can keep current to include your mods along with updates by Rumble for bugs?. We've got one more imminent mod to post (to allow the FW to track speed changes other than Slowed), and then I'll put up a copy of the campaign file if the f...
by Colmarr
Tue May 31, 2011 7:17 am
Forum: D&D 4e Frameworks
Topic: [Rumble 5.1.3]: Custom Mods
Replies: 51
Views: 13390

Re: [Rumble 5.1.3]: Custom Mods

BEAST FORM/HUMANOID FORM IMAGES Current: Currently, a token keeps the same image continuously. Proposed improvement: Change a token's image depending what stance it's in. This is specifically envisioned in relation to beast form druids. Method: Create a token image for the Beast Form. I assume the ...
by Colmarr
Thu May 26, 2011 9:45 pm
Forum: D&D 4e Frameworks
Topic: Rumble's 4E Framework, Version 5 - Discussion
Replies: 598
Views: 68704

Re: Rumble's 4E Framework, Version 5 - Discussion

Just a link for the Custom Mods thread.

It's hard to see under all the stickies in this forum, so thought a mention in this thread might be handy :)
by Colmarr
Thu May 26, 2011 6:40 pm
Forum: D&D 4e Frameworks
Topic: [Rumble 5.1.3]: Custom Mods
Replies: 51
Views: 13390

Re: [Rumble 5.1.3]: Custom Mods

ENDING ESSENTIALS STANCES AT THE END OF THE ENCOUNTER Note: As pointed out later in the thread, at-will essentials stances do not end at the end of the encounter (Rules compendium, page 120). As such, this mod is not needed for at-will stances like the knight's (or the later beast form macro). I le...
by Colmarr
Wed May 25, 2011 11:32 pm
Forum: D&D 4e Frameworks
Topic: [Rumble 5.1.3]: Custom Mods
Replies: 51
Views: 13390

Re: [Rumble 5.1.3]: Custom Mods

POISED ASSAULT (ESSENTIALS KNIGHT STANCE) Current: Poised Assault is a stance that adds +1 to attack when using MBAs. Currently the FW does not automate the +1 attack bonus unless you use an attackbonus condition, but if you do so then changing stance does not automatically remove that condition. P...
by Colmarr
Wed May 25, 2011 7:33 pm
Forum: D&D 4e Frameworks
Topic: [Rumble 5.1.3]: Custom Mods
Replies: 51
Views: 13390

Re: [Rumble 5.1.3]: Custom Mods

Oh, I see what's going on. It automatically applies the proper damage (if you crit, it does the max, but there may be situations where you don't want to apply it). Correct It's also for situations where you hit targets A, B, C and were planning on applying sneak attack to C. If the prompt tells you...

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