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I was using a khopesh when it said +10, so that is probably it. But I still think Headman's chop, crippling crush, and deadly axe (I think it was this one, one of the axe feats) are supposed to add damage on a hit rather than to a damage roll.
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# ? Oct 15, 2011 21:54 |
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# ? Apr 29, 2024 06:10 |
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Unfortunately, the "+x to damage rolls" part is hard-coded as far as I'm aware. The best you could do, I think, would be to have it read something like "+5 to damage rolls and static damage against a prone target".
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# ? Oct 15, 2011 22:01 |
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MMAgCh posted:
I wonder if all you need to do is add in a type="Headmans Chop" or something similar, that way it won't add it twice. Something like: code:
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# ? Oct 15, 2011 22:19 |
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Psych0M0nk3y posted:I submitted the following change for the Blackguard to the Dudes. Updated
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# ? Oct 16, 2011 18:37 |
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I made a Scout with Flashing Blade Mastery and I picked up Spiked Chain Training at level 1. When I equip a Spiked Chain, I am not getting the bonus to attack rolls from Flashing Blade Mastery for having a light blade in my off-hand, which the Spiked Chain is considered to be with Spiked Chain Training.
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# ? Oct 17, 2011 02:27 |
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Yeah, I didn't consider the spiked chain MC feat when implementing the Flashing Blade Mastery functionality. Looking at how to fix it right now. Edit: Edit 2: success! The following should go into the RulesElement of the spiked chain weapon itself (in 01-bug-fixes.part). Much better! pre:<rules> <grant name="WearingOffHandLightBlade" type="Category" requires="ID_FMP_FEAT_1252" /> </rules> MMAgCh fucked around with this message at 18:56 on Oct 17, 2011 |
# ? Oct 17, 2011 03:19 |
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Entilzha4 posted:I wonder if all you need to do is add in a type="Headmans Chop" or something similar, that way it won't add it twice. Something like:
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# ? Oct 17, 2011 16:41 |
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Crazy good work on this whole thing, guys. You update faster than the official online builder One question, though: will pasting the pixie code from a couple of pages back into my races.part file mess anything up once the official version is released? Or any other races.part update I guess.
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# ? Oct 17, 2011 20:46 |
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Is there a way to add a keyword to all powers that meet a certain criteria? Specifically, for the Frost Brand/Flame Tongue enchantments (and the errata'd Flaming), I'd like to have the Cold/Fire keyword added to powers that don't already have damage type keywords. Is this possible?
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# ? Oct 17, 2011 22:07 |
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Flaming weapon, frost weapon, radiant weapon, lightning weapon etc etc etc. Adding a damage type, adds the corresponding keyword. Removing it removes the keyword.
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# ? Oct 17, 2011 22:10 |
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thespaceinvader posted:Flaming weapon, frost weapon, radiant weapon, lightning weapon etc etc etc. Adding a damage type, adds the corresponding keyword. Removing it removes the keyword. He means that he wants the Character Builder to do this so that it will calculate everything correctly. Attempts have been made, but I don't think an elegant solution has been found yet.
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# ? Oct 17, 2011 22:21 |
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thespaceinvader posted:Flaming weapon, frost weapon, radiant weapon, lightning weapon etc etc etc. Adding a damage type, adds the corresponding keyword. Removing it removes the keyword.
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# ? Oct 17, 2011 22:23 |
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Also, I'm pretty sure there's no way to add dragonshards to weapons specifically, but could you have them work like boons so they're added to everything applicable?
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# ? Oct 17, 2011 23:24 |
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Zemyla posted:Also, I'm pretty sure there's no way to add dragonshards to weapons specifically Yes there is. Right click on the weapon in your inventory on the Shop screen, click Customize, and select the Dragonshard on the drop-down. If you want the Radiant, Cold, or Lightning shards to work with Radiant, Frost, or Lightning weapons and have them calculate in the damage even on powers that don't explicitly have those keywords on their own, yes you need to edit them. I have done so with the Radiant shard for my Paladin (as well as with the Radiant Weapon itself), here's the code for the heroic version of the shard and the +3 version of the weapon. Should you encounter something where it makes sense to turn off radiant, you'll need to remember to remove the damage bonus manually from both the weapon and the shard. code:
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# ? Oct 17, 2011 23:35 |
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Jack the Lad posted:One question, though: will pasting the pixie code from a couple of pages back into my races.part file mess anything up once the official version is released? Or any other races.part update I guess. As long as you don't change the header information pasting extra code into one of the main part files shouldn't mess up the updating (Unless that code is bad). However, as soon as that file is updated, whatever you pasted into it will disappear. So it is not a good idea and definitely not a good practice. I paste bits I want to use into a "House Rule" part file I have that runs after the main part files. This is much safer. Keep in mind that having two elements with the same name will crash your builder so you might run into that problem later. When the code appears later you would have to remove your code from your house rules part file.
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# ? Oct 18, 2011 00:19 |
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Mithrus posted:I understand the mechanics, but I wonder if there is a way in the CB to actually add the keywords to the powers, so they show up on the character sheet correctly. For Frost Brand/Flame Tongue, the damage type change is required, and not togglable, so it should really be reflected on the character sheet. I have a martial character currently that has a Frost Brand weapon and the Silvery Glow feat, but the damage bonus isn't reflected at all, and it would be nice if it did.
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# ? Oct 18, 2011 00:59 |
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According to the text of the Spiked Gauntlet, only the magical Spiked Gauntlets take up your Hands item slot. A normal, non-magical pair of Spiked Gauntlets would be equipped as a weapon. This could be important for class features and for those times when you might want to be wearing non-magical Spiked Gauntlets (with a Ki Focus) and have a Hand-slot item equipped. EDIT 2: I'm a goob. Undrhil fucked around with this message at 17:29 on Oct 18, 2011 |
# ? Oct 18, 2011 17:23 |
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On an unrelated note: I've been working on addressing the issue with the half-elves' Dual Heritage qualifying them for things they aren't entitled to – the racial trait specifies feats only, but the way the LCB works it also lets them pick human/elf backgrounds, paragon paths, and the like. What I've done is remove the racial trait from the half-elf's INTERNAL_GRANTS element and rewrite all feats that have "human" or "elf" as a prerequisite to require "half-elf or human"/"elf or half-elf" instead, which looks to be working smashingly. (Admittedly, I spared myself some effort by excluding those racial feats a half-elf would never want to take, such as the human's Skill Swap or the many elf feats that all require Elven Accuracy.) Should I post the resulting .part containing the feats here for someone to implement, or how should we go on about doing this? (And yes, I'm aware that CountsAsRace causes the exact same issue with a deal of other races, such as muls and revenants – the chief difference is that it can actually be fixed easily where the half-elf is concerned, whereas it'd trickier for these other races. Maybe I'll get on it at some point.) MMAgCh fucked around with this message at 21:42 on Oct 22, 2011 |
# ? Oct 18, 2011 17:37 |
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MMAgCh posted:On an unrelated note: I've been working on addressing the issue with the half-elves' Dual Heritage qualifying them for things they aren't entitled to – the racial trait specifies feats only, but the way the LCB works it also lets them pick human/elf backgrounds, paragon paths, and the like. I am kind of curious if the strict requirements of half-elf dual heritage have been relaxed by Wizards either intentionally or unintentionally. I am not talking about LCB code. I know that dual heritage specifically calls out "feats" but I have always seen it used like a "CountsAsRace" even before the term existed. Can anyone confirm or check to see if half-elves can take elven backgrounds or paragon classes in the new builder? I have to check the FAQ and see if the question has been asked too.
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# ? Oct 18, 2011 22:02 |
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Greyhawk Fan posted:Can anyone confirm or check to see if half-elves can take elven backgrounds or paragon classes in the new builder? I have to check the FAQ and see if the question has been asked too. I can confirm that Half-Elves do not qualify for either Human or Elf backgrounds or paragon paths in the online builder.
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# ? Oct 18, 2011 22:44 |
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Hey Guys, looks like the OCB has been updated again. Online Character Builder XML Dump - October 19, 2011 I'm going to see if I can work out a way to get Level 0 characters in (for a game I'm running) and fix some of the Trad Games Wiki stuff.
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# ? Oct 19, 2011 10:17 |
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Greyhawk Fan posted:As long as you don't change the header information pasting extra code into one of the main part files shouldn't mess up the updating (Unless that code is bad). However, as soon as that file is updated, whatever you pasted into it will disappear. So it is not a good idea and definitely not a good practice. I paste bits I want to use into a "House Rule" part file I have that runs after the main part files. This is much safer. Keep in mind that having two elements with the same name will crash your builder so you might run into that problem later. When the code appears later you would have to remove your code from your house rules part file. I've got a pixies/ninja/karatur themes file until it gets officially added to the updates. Ninja and themes are showing up, but pixies aren't. Same error; Line 77, position 108.
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# ? Oct 19, 2011 13:36 |
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New race added in Dragon today: the Hengeyokai. They are similar to Changelings except they are limited in their shapechanging abilities and they get +2 WISDOM instead of +2 INTELLIGENCE. http://www.wizards.com/dnd/downloads/dragon/404/404_Ecology_of_Hengeyokai.pdf (I think this is a safe link to post, since it requires you to be logged in to D&Di to access it, right?)
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# ? Oct 19, 2011 14:56 |
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Pretty safe. This looks interesting! Can't wait to try out the new set of races (Pixie, Hengeyokai). During the winter break, I'll probably sit down with the character builder files and learn more about how to create them and work on helping to patch stuff.
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# ? Oct 19, 2011 18:11 |
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-Fish- posted:I've got a pixies/ninja/karatur themes file until it gets officially added to the updates. Ninja and themes are showing up, but pixies aren't. Same error; Line 77, position 108. When I copied/pasted the pixie code from here into my houserules file, I got a similar error, which corresponded to the minus symbol in the text "-5 to strength checks" of their Wee Warrior feature. I just backspaced that and typed "minus five" instead, and everything worked fine.
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# ? Oct 19, 2011 21:55 |
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Koranak posted:When I copied/pasted the pixie code from here into my houserules file, I got a similar error, which corresponded to the minus symbol in the text "-5 to strength checks" of their Wee Warrior feature. I just backspaced that and typed "minus five" instead, and everything worked fine. Probably occured with copying and pasting the file. Some text editors will replace a normal dash with an Em-dash or an En-dash (I forget which). This causes CBLoader to not recognize the character and complain. You can try using notepad to edit the file and replace the character with a "-" from your keyboard, or replace it with "& # x2013;" (without quotation marks and remove the spaces). That is the proper XML reference to a dash (specifically, an En-dash).
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# ? Oct 20, 2011 01:18 |
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Mustache Ride posted:Hey Guys, looks like the OCB has been updated again. They included the hybrid essentials stuff (Binder, Executioner, etc.) but it looks like they forgot that the hybrid Sentinel isn't supposed to get the weapon bonuses for their chosen season. Whoops.
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# ? Oct 20, 2011 04:45 |
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Speaking of Hengeyokai... I gave them the existing versions of Fey Origin (the one elves/eladrin/gnomes/drow get) and Shapechanger (Changeling), so the wording will differ slightly from the version in the Hengeyokai PDF; that being said, they do exactly the same thing. Also, instead of listing EVERY animal benefit in the Nature's Mask power, I made the Animal Form selection tack on the one for your animal at the end; unfortunately, that puts it AFTER the "Special" line. code:
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# ? Oct 21, 2011 02:33 |
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And speaking of new races: the Satyr has been posted. It's an Excerpt and not a Dragon article, so not LFR legal, but it's the full racial write-up from the book. http://wizards.com/dnd/files/excerpt_20111021.pdf Something new for the Satyr: they can only be Male. No female or genderless Satyrs (unless you are playing a Revanant Satyr, I suppose.... Also, Bluff is *always* a class skill for them. EDIT: Actually, based on the current CCG, the Satyr *is* LFR legal since it appears in a player-friendly format as a Playtest article on the Wizards of the Coast website. So ... groovy. Undrhil fucked around with this message at 06:00 on Oct 22, 2011 |
# ? Oct 21, 2011 06:51 |
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Does anyone have a list of which items from MME have *not* been coded into the LCB? EDIT: The Distance weapon is listed as Common now in the Compendium. Here is the code for the base-items.part to make this happen for us. code:
Undrhil fucked around with this message at 06:08 on Oct 22, 2011 |
# ? Oct 22, 2011 06:01 |
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Chapter 4 has not been done in MME
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# ? Oct 22, 2011 12:53 |
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Lots of new Oriental stuff I see. Going to see if I can take some time to make a list of what is missing and what isn't supposed to be included (like Unearthed Arcana: A Matter of Honor). I could create a new index for Unearthed Arcana part files if people want since they aren't supposed to be included in the main files at all. UA articles themselves can be half-finished or half-baked ideas. Some were ridiculously over-powered, some just needed better editing and writing, and some of the articles were UA because the coders at WotC were too lazy to put them in the online builder. So quality varies a lot. The articles were considered "House Ruled" or perhaps "3rd Party" WotC information since even WotC doesn't allow you to use them. Ideally they should be coded separately since they vary in theme and power greatly. So individual Dungeon Masters that wish to allow a particular article can give their players the OK to do so. I coded one of the original UA articles and it was crazy stuff that I would never allow in my game. We can throw up a new folder for them and create an index if people want it.
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# ? Oct 22, 2011 17:20 |
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MMAgCh posted:On an unrelated note: I've been working on addressing the issue with the half-elves' Dual Heritage qualifying them for things they aren't entitled to – the racial trait specifies feats only, but the way the LCB works it also lets them pick human/elf backgrounds, paragon paths, and the like. What I've done is remove the racial trait from the half-elf's INTERNAL_GRANTS element and rewrite all feats that have "human" or "elf" as a prerequisite to require "half-elf or human"/"elf or half-elf" instead, which looks to be working smashingly. (Admittedly, I spared myself some effort by excluding those racial feats a half-elf would never want to take, such as the human's Skill Swap or the many elf feats that all require Elven Accuracy.) Should I post the resulting .part containing the feats here for someone to implement, or how should we go on about doing this? The problem with this approach is that revenant half-elves count as half-elves for prerequisites, but don't have the feature that gives them access to human and elf feats. You'd end up giving revenant half-elves access to things they shouldn't get.
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# ? Oct 22, 2011 21:08 |
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Sefer posted:The problem with this approach is that revenant half-elves count as half-elves for prerequisites, but don't have the feature that gives them access to human and elf feats. You'd end up giving revenant half-elves access to things they shouldn't get. (Also, on reading up on revenants again, the CountsAsRace feature [why do I keep using CountsAsClass? ] is actually justified in their case, so that leaves only muls to sort out.) Edit: oh boy, I figured the hell out of this. MMAgCh fucked around with this message at 02:09 on Oct 23, 2011 |
# ? Oct 22, 2011 22:19 |
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Greyhawk Fan posted:We can throw up a new folder for them and create an index if people want it. I am for this, although the only one that I'm using from UA was also published in Morenkainen's. Still, it's a good idea so that we have them available.
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# ? Oct 23, 2011 03:47 |
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Just noticed that the current assassin file is letting non-Essentials Assassins take the Way of the Ninja school in place of Shade Form, which you simply are NOT allowed to do; it's an Executioner guild. Turns out someone added it on to the <select> line for Shade Form/Black Flame Form. 33-assassin.part, line 40, change code:
code:
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# ? Oct 23, 2011 13:59 |
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Not sure if it's a coding issue or it's something that was just missed: when I take Power of Arcana domain feat and I have one of the four at-wills available which become Arcane powers, I cannot Arcane Admixture them. Is this because the builder doesn't support it or did the coding to allow them to be Admixtured get skipped?
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# ? Oct 23, 2011 18:49 |
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"When you use a power associated with this feat, that power is arcane as well as divine." (Emphasis mine.) The power in question does not inherently gain the Arcane keyword, contrary to what its power card displays when you take Power of Arcana, so I think ultimately the LCB is correct in not allowing you to use Arcane Admixture with it.
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# ? Oct 23, 2011 19:02 |
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Like the ELTU3-1 scenario, which introduced a special magic item that can only be obtained via a story award, CALI3-3 also creates a new rare series of auto-leveling items:code:
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# ? Oct 23, 2011 20:17 |
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# ? Apr 29, 2024 06:10 |
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http://www.wizards.com/dnd/Article.aspx?x=dnd/dra/201110assassin Ninja article, has anyone started to add this to the HYBRID Executioner.... 8w-gremlin fucked around with this message at 02:17 on Oct 25, 2011 |
# ? Oct 25, 2011 01:53 |