Editing Talk:DnD4eCM

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 355: Line 355:
  
 
I can probably do that, I'm just worried about overloading the right-click menu.  It'll have to clear the older marks made by the source.  Let me ponder that. -- DarkSir
 
I can probably do that, I'm just worried about overloading the right-click menu.  It'll have to clear the older marks made by the source.  Let me ponder that. -- DarkSir
 +
 +
Two Bugs; when you reach a milestone, you should not reset your action points to one, as if you had taken an extended rest. Instead, you gain an action point. If you had previously spent your action point, hitting a milestone will seem like you are resetting, but if you haven't spent it, you should have two. I have yet to have a player ever reach two milestones, and have 3 action points, so a means to add just one more action point should do the trick. I experimented with adding 1 to the character's action point entry box in the editor, and it seems to do the trick. You will have 'Action Point' and 'Action Point 1'. A short rest will not affect either, and reducing the value to zero removes it. Hitting a milestone can add 1 to this value, and and extended rest can reset it to zero. - Bartimus
 +
 +
Someone else mentioned this on the rpg.net forums.  I plan to have it ADD action points at some point with a milestone, rather than simply reset them.  This is just a temporary fix.  I've got to work out a few things with REMOVING extra action points during an extended rest.  It shouldn't be a big deal, but I didn't have time to deal with it before this release.  -- DarkSir
 +
 +
Second; death saving throws shouldn't be reset upon gaining consciousness. PHB1 states you die after failing 3 saves 'before resting'. Therefore, you should keep the quantity of failed saves until either a short or extended rest are made. Thanks for the updates, I depend on this program! :) - Bartimus
 +
 +
I'll take a look at that.  Hadn't noticed it, cause I never actually track them that way.  I'll take a look at it and get that in the next release :) -- DarkSir
 +
 +
Suggestion: Add a status end of 'indefinite' or something similar to track long-lasting effects that extend beyond the time of an extended rest (eg. Diseases). This condition will not clear at all automatically, and the condition can only be removed by manual removal. This way you can keep status ailments saved on the party for extended times. - Bartimus
  
 
I've located a character import bug, relating to magic items.  Have to track it down.  It doesn't happen often, so it shouldn't be too heavily duplicated, before I get it fixed.  -- DarkSir
 
I've located a character import bug, relating to magic items.  Have to track it down.  It doesn't happen often, so it shouldn't be too heavily duplicated, before I get it fixed.  -- DarkSir
Line 550: Line 560:
  
 
~OP Sinner Dragoon.
 
~OP Sinner Dragoon.
 
 
I '''LOVE''' what you have done so far so I really don't want to make this sound like I'm complaining but I have a handful of points I'd like to make.  First, I think I found a bug.  The "Round" column seems to show the current round for all encounter members.  I think it is meant to work like the app itself where it shows the player/NPC's upcoming turn number.  Secondly, the way you have the one URL "/content" that returns an HTML table makes it really hard to truly customize the layout of the page.  Returning tags that don't imply any format such as divs and lists would allow the css to do all of the formatting/presentation.  This would open the door for people to start designing "skins" for the web app.  Lastly, I have 2 feature requests.  First Request: I would find it handy to at a glance, know when one round was over and the next starting.  I think this could be represented graphically by a small red line between the last and first initiative. (Again, this could be done by css if the tag for the first person had an attribute of "firstplayer" or something.)  Second Request: In my group, I always show the players the NPC's defenses on a whiteboard.  It would be great if I could show these underneath the initiative table.  If there was a way to get that info, perhaps another service like "/attributes", I could use that information elsewhere on the page.  I don't want to sound like I'm just complaining because I'd love to get into the code and make the modifications myself, but I see it's no longer open source.  I have lots of experience doing this kind of stuff, and if you'd be interested in letting me help you out, I'd love to! Thanks again for all your hard work
 
 
- Todd
 
  
 
== Online Character Builder ==
 
== Online Character Builder ==
Line 586: Line 591:
  
 
I like the idea of the initiative rolls being displayed. And yes, I had planned on adding better support for Traps and Hazards and the like, but honestly, completely forgot to do it.  Thanks for the reminder :)  -- DarkSir
 
I like the idea of the initiative rolls being displayed. And yes, I had planned on adding better support for Traps and Hazards and the like, but honestly, completely forgot to do it.  Thanks for the reminder :)  -- DarkSir
 
I have a suggestion for an alternative option for displaying monsters. Currently, you provide the ability to link to the online Compendium entry for player powers. Would it be possible to add the Compendium URL to monster entries (for the overall monster, not individual powers)? That way, for newer creatures that aren't in the offline Monster Builder, we could input a minimum amount of info (defenses, initiative, hitpoints) and then reference the rest of it through the Compendium display. This shouldn't cause a problem with any copyright stuff, as it wouldn't actually extract and store any info from the Compendium, it would just allow you to view a link if you already have a subscription. --VoyRising
 
 
== Question ==
 
 
Sorry not sure where to ask this, so here goes.  When going from one encounter to another, what is the best way to set up the characters following the previous one - ie, when you prearrange a combat encounter, you cannot take account of the PC's health, or healing surges, these needed to be added in again?  So what is the best way to handle PC's ongoing resources like dailies, surges left etc. 
 
[...]
 
Ab
 
 
Hi Ab! I use this simple method: I save an encounter with just the PCs, named it "Group x", where x is the level.
 
When is time to have an encounter I import the encounter in which I saved the monsters.
 
When the combat is finished, "End Encounter", then "remove all Monsters", then "Take Short Rest", then I listen to the player for the healing and apply surges, then I save again the encounter "Group X".
 
 
When PC level up, or just when a PC changes some numbers for whatever reason (a new magic item, for example), I load from CB again the PCs, then save again in "Group x".
 
 
I hope it's clear, bye
 
 
Fiorux
 
 
== Error - App crashing ==
 
 
Every time I run the new version, I get an error. There was no specific error that comes up.  If you need a screenshot, I can provide one if needed.  I do have the 3.5 dot net installed, and this is a newly rebuilt netbook.  Any idea what might be wrong?
 
-- Krieger
 
 
*Update*  Turns out I had a bad .NET install when I rebuilt the netbook.  All is well now.  Thanks -- Krieger
 
 
== Bugs / Requests since 1.8 ==
 
 
Death Saving throws still not tracked correctly. Number of failed saves should not be reset to zero until a short/extended rest have been taken.
 
 
-- Fixed -- DarkSir
 
 
Still no ability to track more than 1 Action Point per character.
 
 
-- Fixed -- DarkSir
 
 
Request for 1 status duration to NOT be cleared when 'end encounter' is selected (name it "persistent" or "permanent" or something similar). Most useful for tracking death penalties and/or diseases etc. Note: the following involves a lot more work, and isn't necessary; Perhaps also add a second effect named "Initial Disease" that doesn't do anything, except create a pop-up box at the end of combat that will require saves from those players that could possibly contract the disease. I'm not a strong supporter of this, but I DO need a persistent effect badly.
 
 
-- Done -- DarkSir
 
 
I love the new features. Suggestion: toggle the names in the left window to italic, or note when they aren't visible to the players, so we as DM's can see their status too. It would be GREAT if we could save an encounter with the visible status already set to "don't show to players" so when it's imported into the list, the non-visible creatures are already not visible. I can save their status once combat is started, but not in their 'default' state in my saved encounter of baddies.
 
 
-- Done (grey lettering, italics wasn't cooperating) -- DarkSir
 
 
Really liking the player view. I am seeing a big benefit if I could make an effect invisible to the players, so I can track it from my window, but not let the players know about that particular status effect.
 
 
-- Done -- DarkSir
 
 
Thanks for all your work thus far! - Bartimus
 
 
 
-=-=-=-=-
 
 
Enjoying the new features!
 
 
One thing I recently noticed that might be useful.  Sometimes it's easy to miss the "bloodied" word displaying. I wonder if it would be more beneficial to have monsters start out with a different color instead of red, and have the fill change to red when bloodied, as well?  Since I use a small netbook, it would help save some room while using the tool.  ~Ktulu
 
 
-- Done -- DarkSir
 
 
 
After I updated to 1.8.1 I was no longer able to get the secondary display working in either IE or Firefox.  When I rolled back to 1.8 it worked fine.  Just a heads up in case others are having trouble, as well. ~Ktulu
 
 
 
=-=-=-=-=-=-
 
~ Still loving this program, but I've come across an issue of late with the secondary display.  Following an update to Firefox, the secondary display seems to stop refreshing sometime after round 2ish..  At that time, I'm unable to get the browser connecting to the host again.  Not sure what the cause is, just wanted to comment in case anyone else is having the issue. ~Ktulu
 
 
== Version 1.8.1 ==
 
- Issue with tab order on Statblock Viewer.  Tabbing from the Level goes to the Trait box, tabbing from Senses in the trait box jumps down to Skills, etc.
 
 
- Would like to see an XML parse for the Monsters exported from Online Adventure tools.
 
 
 
 
== Version 1.8.3 ==
 
 
Is this project still alive?  Any word on *.monster imports from the online builder?
 
 
Krewl
 
 
In process.  Having some issues, but it should be out before Gen Con. -- DarkSir23
 
 
Update:  A week before Gen Con.  It's out now, see main page :)
 
 
== Test, just a test ==
 
 
Hello. And Bye.
 

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)