For what it's worth, I encountered this problem for the first time a fortnight ago, and it occurred 3 times in the same session.
I didn't think to note whether the token I was editing was the one that had initiative...
Search found 82 matches
- Tue Sep 27, 2011 3:45 am
- Forum: D&D 4e Frameworks
- Topic: [Rumble 5.1.2] System Freezes when Character Editor is open
- Replies: 4
- Views: 6405
- Tue Sep 27, 2011 3:26 am
- Forum: D&D 4e Frameworks
- Topic: [Rumble 5.1.3] Vhex's custom mods
- Replies: 9
- Views: 10532
Re: [Rumble 5.1.3] Vhex's custom mods
Welcome aboard! It's great to see that I'm not the only one supporting this awesome framework.
I hadn't noticed that there was no milestone or AP tracking in 5.1.3, so you've certainly hit the road running.
I hadn't noticed that there was no milestone or AP tracking in 5.1.3, so you've certainly hit the road running.
- Fri Sep 16, 2011 1:23 am
- Forum: D&D 4e Frameworks
- Topic: [Rumble 5.1.3] Sneak Attack 5d6,5d8 damage missing
- Replies: 3
- Views: 6381
Re: [Rumble 5.1.3] Sneak Attack 5d6,5d8 damage missing
I believe it's also possible to just right-click the token, edit its properties and set sneak attack damage to 5d6/5d8 directly (or 5d6+Str for brutal scoundrels)?
* I might be thinking of a different framework...
* I might be thinking of a different framework...
- Sat Sep 10, 2011 4:21 am
- Forum: D&D 4e Frameworks
- Topic: [Rumble 5.1.3]: Custom Mods
- Replies: 51
- Views: 31201
Re: [Rumble 5.1.3]: Custom Mods
I can. Works fine for Zeitgeist fireams, which all have the brutal property.Deadolus wrote:Looks like you can. Can anyone confirm this works?Deadolus wrote:... can you use the XdYrN method in the equipment section too? Might be a better place for the tip?
- Sat Sep 10, 2011 4:20 am
- Forum: D&D 4e Frameworks
- Topic: [Rumble 5.1.3]: Custom Mods
- Replies: 51
- Views: 31201
Re: [Rumble 5.1.3]: Custom Mods
To make up for it, I'll post in the next few days mods that track death saves (and that make you automatically prone when you gain the Dying condition) and that allow you to include skill rolls in powers (useful for my monk PC, whose powers include a lot of "Make an Athletics check with a +5 b...
- Sat Sep 10, 2011 3:54 am
- Forum: D&D 4e Frameworks
- Topic: [Rumble 5.1.3]: Custom Mods
- Replies: 51
- Views: 31201
Re: [Rumble 5.1.3]: Custom Mods
Removing the Dying condition Current: I'm not sure whether the problem this mod is aimed at is inherent to Rumble 5.1.3 or if it was in fact introduced by some of the earlier mods. In any event, when a PC is dying and is then revived, it can be difficult to remove the Dying condition, even manually...
- Thu Jul 14, 2011 11:59 pm
- Forum: D&D 4e Frameworks
- Topic: [Rumble 5.1.3]: Custom Mods
- Replies: 51
- Views: 31201
Re: [Rumble 5.1.3]: Custom Mods
I'm told that neither of those functions are high on the list of priorities, unfortunately. To make up for it, I'll post in the next few days mods that track death saves (and that make you automatically prone when you gain the Dying condition) and that allow you to include skill rolls in powers (use...
- Thu Jul 07, 2011 6:35 pm
- Forum: D&D 4e Frameworks
- Topic: [Rumble 5.1.3]: Custom Mods
- Replies: 51
- Views: 31201
Re: [Rumble 5.1.3]: Custom Mods
It's really a matter of how much time/inclination my coder player has :) I don't see the aftereffects/failed saves being a common enough issue for it to be high priority for us. We're starting a new campaign and are focusing on the issues we need to get it going. That's not to say it will never happ...
- Thu Jul 07, 2011 7:11 am
- Forum: D&D 4e Frameworks
- Topic: [Rumble 5.1.3]: Custom Mods
- Replies: 51
- Views: 31201
Re: [Rumble 5.1.3]: Custom Mods
Blinded shouldn't apply to close or area powers Current: Currently, the blinded condition applies an across-the-board -5 penalty to attack rolls. That penalty should not apply to area and close powers. Proposed improvement: Ensure that close and area powers don't take the -5 penalty. Method: In the...
- Wed Jun 22, 2011 7:58 am
- Forum: D&D 4e Frameworks
- Topic: [Rumble 5.1.3]: Custom Mods
- Replies: 51
- Views: 31201
Re: [Rumble 5.1.3]: Custom Mods
Die at negative bloodied value Current: The framework marks NPC tokens as 'dead' when they reach 0 hp, but never marks PCs as dead, regardless of whether they have -1 or -1000 hp. Proposed improvement: Mark PC tokens as dead when they reach negative bloodied hit points. Method: There are two steps ...
- Wed Jun 22, 2011 7:48 am
- Forum: D&D 4e Frameworks
- Topic: [Rumble 5.1.3]: Custom Mods
- Replies: 51
- Views: 31201
Re: [Rumble 5.1.3]: Custom Mods
Back from dying but still bloodied Current: When healing a dying character, the framework correctly removes the dying icon, but does not add the bloodied icon if the healing leaves the token below it's bloodied value. Proposed improvement: Add the bloodied icon if healing does not return the dying ...
- Wed Jun 22, 2011 7:38 am
- Forum: D&D 4e Frameworks
- Topic: [Rumble 5.1.3]: Custom Mods
- Replies: 51
- Views: 31201
Re: [Rumble 5.1.3]: Custom Mods
AFK Marker This isn't a functional mod. It's more an online play aid that reminds you when one of the players is AFK (away from Keyboard). This code will create an AFK button that sits in a token's selection window next to End Turn. Clicking it will apply a visual AFK overlay to the token: AFK samp...
- Mon Jun 20, 2011 9:46 am
- Forum: D&D 4e Frameworks
- Topic: [Rumble 5.1.3]: Custom Mods
- Replies: 51
- Views: 31201
Re: [Rumble 5.1.3]: Custom Mods
Campaign file in post #1 updated to include bug fixes.
- Mon Jun 20, 2011 9:17 am
- Forum: D&D 4e Frameworks
- Topic: [Rumble 5.1.1] High Crit Weapon damage
- Replies: 12
- Views: 9854
Re: [Rumble 5.1.1] High Crit Weapon damage
That worked. Thanks
- Sat Jun 18, 2011 9:39 pm
- Forum: D&D 4e Frameworks
- Topic: [Rumble 5.1.1] High Crit Weapon damage
- Replies: 12
- Views: 9854
Re: [Rumble 5.1.1] High Crit Weapon damage
After replacing the macros, I'm now getting this error. It seems to only come up for close and area powers, so I assume it's something to do with the getDamageAoe macro. Invalid condition in IF(matches(dcLine,".*OHCrit.*") && OHHighCrit == 1) roll option. Statement options (...