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Dark_T_Zeratul posted:It used to increase at levels 5, 11, 15, 21, and 25. Now it's just 11 and 21. I agree, though, it's written really badly - especially because the original version had different damage values at levels 11 and 21 than the new version does. I'm not. Publishing new versions of books as often as they published errata would never work, and the game was stronger with regular errata than it was without it.
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# ? May 7, 2014 22:26 |
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# ? Jun 10, 2024 13:13 |
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I'm not saying they should have republished the books every time (that would be ridiculous), but at least one new, errata'd release (say when Essentials hit) would have been really nice, since there's a lot of players out there that are unaware it even exists and some of the errata changes spells or game mechanics in pretty significant ways (for instance, Magic Missile is completely different post-errata than what's printed in the PHB).
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# ? May 8, 2014 19:12 |
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Dark_T_Zeratul posted:It used to increase at levels 5, 11, 15, 21, and 25. Now it's just 11 and 21. I agree, though, it's written really badly - especially because the original version had different damage values at levels 11 and 21 than the new version does. They never did a power card for this, so I'm confused how I'm supposed to figure out that it's now 1d8 base instead of 2d10. Also, seriously, why the nerf? It's only useful every few fights, and the DM can easily just turn the power off by not using undead.
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# ? May 16, 2014 21:51 |
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There seems to be some confusion going on here. Turn Undead still has the same base damage it did in PHB: 1d10, only instead of upgrading at levels 5, 11, 15, 21, and 25 (for a total of 6d10) it updates only at 11 and 21 (for a total of 3d10). It's the same in the Compendium, in Class Compendium series that updated old classes, and it's what the Errata implies. And it is also what my Character Builder lists, so I'm guessing that "1d8" damage thing must be a fault of some custom .part file being used.
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# ? May 17, 2014 11:44 |
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So I'm working on adding Bolyhedral's black powder weapons http://polyhedral.wordpress.com/black-powder-weapons/ to the character builder and was wondering what the easiest way to add proficiency's to the character classes to allow them to use them? I tried this: code:
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# ? Jun 20, 2014 11:58 |
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As of a couple of days ago, I get this error whenever running the builder. It's happening on multiple PCs on different internet connections: quote:7/07/2014 8:56:41 AM - INFO: CBLoader version 1.3.0 knux911 fucked around with this message at 02:02 on Jul 7, 2014 |
# ? Jul 7, 2014 01:59 |
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I am getting the same error. All of those parts are gained from the WotC.index file which is linked to Cbloader.com which is what the problem might be. The page is shutdown so maybe it can't contact to update the files.
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# ? Jul 8, 2014 15:26 |
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Akemnos posted:I am getting the same error. All of those parts are gained from the WotC.index file which is linked to Cbloader.com which is what the problem might be. The page is shutdown so maybe it can't contact to update the files. It was an issue with my webserver, it should be fixed now, I am able to access the part files using the URLs in the WotC.index file without any issue. Please try to update it again.
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# ? Jul 8, 2014 16:00 |
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I ran the cleanup.bat file and it looked like it was working but then it gave the same errors.
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# ? Jul 8, 2014 23:13 |
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Mustache Ride posted:It was an issue with my webserver, it should be fixed now, I am able to access the part files using the URLs in the WotC.index file without any issue. Sorry, I'm still getting the errors.
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# ? Jul 9, 2014 01:42 |
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Is there a thumb drive solution for the off-line character builder?
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# ? Jul 9, 2014 13:13 |
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There is not, the OCB requires registry entries to be entered in order to allow it to run. What I'd like to do is work with the guy that created the Edge of the Empire CB to redo the entire OCB, but I don't have the time or the inclination to do that right now (I'm bored of 4e). I realize the updates are still broken, however this should not prevent you from using the OCB at the moment, as long as you have everything installed. I'll continue to work on the site and let everyone know when its fixed, but I don't know when I'll get to take a look. Might be next week, might be next month.
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# ? Jul 10, 2014 16:36 |
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Mustache Ride posted:There is not, the OCB requires registry entries to be entered in order to allow it to run. Thank you so much for your help! If I copy all the part and index files from my OCB to another PC, even though the site is down at the moment. Would the new PC still install all the updates? This is to get another one going as a backup and also to practise in case this happens again or WoTC sends a C&D etc.
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# ? Jul 11, 2014 01:19 |
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Yes, you should be able to install the OCB on another computer and copy all of the files that mod downloads using the same folder structure and have it work.
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# ? Jul 11, 2014 01:52 |
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odd thing I have never noticed before in my builder - I have a cleric who does not have an implement - uses only weapon attacks. - recently added an implement power for testing and noticed that it tries to use my weapon as the implement for it. - it adds the Enhancement bonus for the weapon to the attack roll HAs the builder always displayed this way? I was recently trying to create a part file to make a few weapons count as implements as well (I did not modify the weapons i have tested this issue with). I am wondering if I somehow messed up my builder.
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# ? Jul 30, 2014 16:09 |
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Nah, it's a long-standing bug. You should be able to remove them from the display in the sheet viewer.
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# ? Jul 30, 2014 19:04 |
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ah okay. I guess that makes it easier for me since I dont have to code some weapons to be implements. glad to know I didn't mess something up though. thanks.
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# ? Jul 30, 2014 23:32 |
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Is it possible to manually download the .part files from somewhere else, since the server is down?
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# ? Aug 1, 2014 13:52 |
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Elswyyr posted:Is it possible to manually download the .part files from somewhere else, since the server is down? Ah, so that's the cause of my issues. I sure hope I have these laying around somewhere.
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# ? Aug 22, 2014 05:06 |
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I have added all the part and index files to a zip archive you should be able to download here.
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# ? Aug 22, 2014 06:19 |
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Mustache Ride posted:I have added all the part and index files to a zip archive you should be able to download here. Thanks Mustache Ride!
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# ? Aug 22, 2014 06:40 |
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I believe I have corrected the issues with the website now, can someone try to force an update and let me know if they still see issues?
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# ? Aug 27, 2014 15:33 |
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Mustache Ride posted:I believe I have corrected the issues with the website now, can someone try to force an update and let me know if they still see issues? I've just come off a reformat so I had to reinstall again. Edit: Updates without a hitch now! Ghostpilot fucked around with this message at 02:40 on Aug 28, 2014 |
# ? Aug 27, 2014 18:28 |
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How does the CB determine primary ability mods for theme powers & such? Asking because I want to make a thing that substitutes primary ability mod for the normal mod for skill checks. Have a version of it working fine for now, but I have to manually tell it to sub in the stat and it'd be easier for multiple people in the party to use if it could just pull their primary mod on its own.
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# ? Aug 28, 2014 16:22 |
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Without wanting to snark... look up such a power and work it out maybe?
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# ? Aug 28, 2014 19:17 |
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thespaceinvader posted:Without wanting to snark... look up such a power and work it out maybe? Tried & am continuing to try, but the only things I'm finding are things like this: pre:<RulesElement name="Beguiling Flash" type="Power" internal-id="ID_TIV_POWER_DRAGON_420-1-1-1" source="Dragon Magazine 420"> <Category> ID_INTERNAL_CATEGORY_ATTACK,ID_TIV_CLASS_FEATURE_DRAGON_420-1-1,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_MINOR_ACTION,ID_FMP_CATEGORY_10,ID_FMP_CATEGORY_25,ID_FMP_CATEGORY_31 </Category> <Flavor> You create a sudden flash of light that temporarily confuses your foe so that it cannot easily find you. </Flavor> <specific name="Power Usage"> Encounter </specific> <specific name="Display"> Beguiler Attack </specific> <specific name="Keywords"> Arcane, Illusion, Implement </specific> <specific name="Action Type"> Minor Action </specific> <specific name="Attack Type"> Ranged 10 </specific> <specific name="Attack"> Highest ability modifier vs. Will </specific> <specific name="Hit"> You slide the target up to 3 squares. Until the end of your next turn, you have partial concealment from the target. </specific> <specific name="Class"> ID_TIV_THEME_DRAGON_MAGAZINE_420-1 </specific> <specific name="Level" /> <specific name="Power Type"> Attack </specific> <specific name="_ParentFeature"> ID_TIV_CLASS_FEATURE_DRAGON_420-1-1 </specific> </RulesElement> pre:<RulesElement name="Set Sail Skill Fix 2" type="Magic Item" internal-id="ID_FMP_MAGIC_ITEM_99998" source="Adventurer's Vault"> <Flavor> Implementation of Majuju's skill houserule.</Flavor> <specific name="Level"> 1 </specific> <specific name="Gold"> 0 </specific> <specific name="Magic Item Type"> Ki Focus </specific> <specific name="Tier" /> <specific name="_Item_Set_ID" /> <specific name="Armor" /> <specific name="Weapon" /> <specific name="Item Slot"> Ki Focus </specific> <specific name="Requirement" /> <specific name="Critical" /> <specific name="Special" /> <specific name="Power" /> <specific name="_Rarity" /> <specific name="Granted Powers" /> <specific name="Rarity"> Common </specific> <specific name="Property"> Substitutes Dex for all trained skills and Cha for all untrained skills. </specific> <rules> <statadd name="Acrobatics" value="+ABILITYMOD(Charisma)" type="Ability" requires="!Acrobatics Skill Training" /> <statadd name="Arcana" value="+ABILITYMOD(Charisma)" type="Ability" requires="!Arcana Skill Training" /> <statadd name="Athletics" value="+ABILITYMOD(Charisma)" type="Ability" requires="!Athletics Skill Training" /> <statadd name="Bluff" value="+ABILITYMOD(Charisma)" type="Ability" requires="!Bluff Skill Training" /> <statadd name="Diplomacy" value="+ABILITYMOD(Charisma)" type="Ability" requires="!Diplomacy Skill Training" /> <statadd name="Dungeoneering " value="+ABILITYMOD(Charisma)" type="Ability" requires="!Dungeoneering Skill Training" /> <statadd name="Endurance" value="+ABILITYMOD(Charisma)" type="Ability" requires="!Endurance Skill Training" /> <statadd name="Heal" value="+ABILITYMOD(Charisma)" type="Ability" requires="!Heal Skill Training" /> <statadd name="History" value="+ABILITYMOD(Charisma)" type="Ability" requires="!History Skill Training" /> <statadd name="Insight" value="+ABILITYMOD(Charisma)" type="Ability" requires="!Insight Skill Training" /> <statadd name="Intimidate" value="+ABILITYMOD(Charisma)" type="Ability" requires="!Intimidate Skill Training" /> <statadd name="Nature" value="+ABILITYMOD(Charisma)" type="Ability" requires="!Nature Skill Training" /> <statadd name="Perception" value="+ABILITYMOD(Charisma)" type="Ability" requires="!Perception Skill Training" /> <statadd name="Religion" value="+ABILITYMOD(Charisma)" type="Ability" requires="!Religion Skill Training" /> <statadd name="Stealth" value="+ABILITYMOD(Charisma)" type="Ability" requires="!Stealth Skill Training" /> <statadd name="Streetwise" value="+ABILITYMOD(Charisma)" type="Ability" requires="!Streetwise Skill Training" /> <statadd name="Thievery" value="+ABILITYMOD(Charisma)" type="Ability" requires="!Thievery Skill Training" /> <statadd name="Acrobatics" value="+ABILITYMOD(Dexterity)" type="Ability" requires="Acrobatics Skill Training" /> <statadd name="Arcana" value="+ABILITYMOD(Dexterity)" type="Ability" requires="Arcana Skill Training" /> <statadd name="Athletics" value="+ABILITYMOD(Dexterity)" type="Ability" requires="Athletics Skill Training" /> <statadd name="Bluff" value="+ABILITYMOD(Dexterity)" type="Ability" requires="Bluff Skill Training" /> <statadd name="Diplomacy" value="+ABILITYMOD(Dexterity)" type="Ability" requires="Diplomacy Skill Training" /> <statadd name="Dungeoneering " value="+ABILITYMOD(Dexterity)" type="Ability" requires="Dungeoneering Skill Training" /> <statadd name="Endurance" value="+ABILITYMOD(Dexterity)" type="Ability" requires="Endurance Skill Training" /> <statadd name="Heal" value="+ABILITYMOD(Dexterity)" type="Ability" requires="Heal Skill Training" /> <statadd name="History" value="+ABILITYMOD(Dexterity)" type="Ability" requires="History Skill Training" /> <statadd name="Insight" value="+ABILITYMOD(Dexterity)" type="Ability" requires="Insight Skill Training" /> <statadd name="Intimidate" value="+ABILITYMOD(Dexterity)" type="Ability" requires="Intimidate Skill Training" /> <statadd name="Nature" value="+ABILITYMOD(Dexterity)" type="Ability" requires="Nature Skill Training" /> <statadd name="Perception" value="+ABILITYMOD(Dexterity)" type="Ability" requires="Perception Skill Training" /> <statadd name="Religion" value="+ABILITYMOD(Dexterity)" type="Ability" requires="Religion Skill Training" /> <statadd name="Stealth" value="+ABILITYMOD(Dexterity)" type="Ability" requires="Stealth Skill Training" /> <statadd name="Streetwise" value="+ABILITYMOD(Dexterity)" type="Ability" requires="Streetwise Skill Training" /> <statadd name="Thievery" value="+ABILITYMOD(Dexterity)" type="Ability" requires="Thievery Skill Training" /> </rules> </RulesElement> pre:<statadd name="Acrobatics" value="+ABILITYMOD(Highest ability modifier)" type="Ability" requires="Acrobatics Skill Training" />
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# ? Aug 28, 2014 19:55 |
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That probably has something to do with the way the parser works. It CAN convert that string into what it needs to be, but it's situational. Power blocks know what Primary Ability Modifier means, I'm not so sure feats or items do. It doesn't give you a value in items like the Thunderfist Ki Focus, for example. You may be better off just writing one for each primary, which it sounds like you have.
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# ? Aug 29, 2014 18:28 |
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Echophonic posted:That probably has something to do with the way the parser works. It CAN convert that string into what it needs to be, but it's situational. Power blocks know what Primary Ability Modifier means, I'm not so sure feats or items do. It doesn't give you a value in items like the Thunderfist Ki Focus, for example. Okie doke, s'what I figured but wanted to check. No biggie, thanks!
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# ? Aug 29, 2014 18:32 |
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Now that I was looking around, I decided to whip up something for a friend of mine. Looks like some tweaks need to be made to the Draconic Resistance feature of the Honorable Blade paragon path. Firstly, you can't take Radiant if you have Radiant Breath (it seems like you should, at any rate), so here's a snippet to take care of that: code:
code:
Echophonic fucked around with this message at 00:27 on Sep 2, 2014 |
# ? Aug 29, 2014 19:43 |
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So I'm having a problem right now, whenever I try to select Dragonborn as a race, the character builder crashes and spits out this error- Does anyone know what might be causing it?
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# ? Aug 31, 2014 04:00 |
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Echophonic posted:Those rules blocks could be added to the part, but I don't know the submission process. homerlaw posted:So I'm having a problem right now, whenever I try to select Dragonborn as a race, the character builder crashes and spits out this error-
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# ? Sep 1, 2014 22:33 |
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Dark_T_Zeratul posted:E-mail updates to dudes@cbloader.com The problem with that is the problem is in the main dnd40 file, so it'd have to be appended like above. I don't really know what part that should be added to. Paragon paths, I guess? I actually found an issue with my code not stacking properly with resistance from armor (it gets overwritten), but I have no idea if that's a normal CB issue or if I did something wrong. Echophonic fucked around with this message at 00:21 on Sep 2, 2014 |
# ? Sep 2, 2014 00:11 |
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Echophonic posted:I actually found an issue with my code not stacking properly with resistance from armor, but I have no idea if that's a normal CB issue or if I did something wrong. Resists don't stack, only the highest applies. Or did you mean something else?
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# ? Sep 2, 2014 00:17 |
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Generic Octopus posted:Resists don't stack, only the highest applies. Or did you mean something else? I looked into it a little closer. I apparently didn't test this very well. I missed something, the fire doesn't apply at ALL. I can't spell, apparently. Reistance != Resistance Echophonic fucked around with this message at 00:26 on Sep 2, 2014 |
# ? Sep 2, 2014 00:23 |
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So, the utility powers from 'Ghost of the Past' and 'River Rat' don't actually seem to be selectable? If I click the 'View Illegal Elements' button, they show up like this: I have no idea if this is the right place to post this, but someone here probably where the right place is!
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# ? Sep 9, 2014 00:50 |
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Has anyone made/found a part with all of the new stuff from Zeitgeist? There's that old one kicking around, but it's missing most of the theme features and the paragon paths.
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# ? Sep 9, 2014 05:08 |
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So yeah once again I took a look at this Spectator Beholder race and Eye Tyrant class someone on the WotC forums made. I have tried playing it once before, which required writing up the character sheet by hand, and was looking at rebuilding him at paragon, which would take even more work. Then I wistfully wished it was in the character builder. Then I thought, well maybe someone who knows how to make these part files would be kind enough to take that race, the class with its powers, the paragon path, and the feats on that page and make a part file, or series of part files, for CBLoader. Anyone up to it?
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# ? Sep 18, 2014 22:26 |
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I've taken a look at this race/class, and... its pretty horrible really. But that being said, I have coded a beholder-type Its not the exact same powers and abilities as this terrible Beholder, but it does include a Beholder (and a Corgi, and a Skeleton, and a Phantom, and a Mimic, and a Pony (ugg), and a Kenku). No classes for those, but they do include Paragon Paths (I think, its been a while). Bother FuegoFish to see if he has backups of the Wiki somewhere if you want to see the text. Mustache Ride fucked around with this message at 19:23 on Sep 19, 2014 |
# ? Sep 19, 2014 19:04 |
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Is there any way to give every race two flexible stat bonuses?
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# ? Oct 13, 2014 08:59 |
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# ? Jun 10, 2024 13:13 |
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Red Metal posted:Is there any way to give every race two flexible stat bonuses? Wouldn't be surprised if it was possible via a part file with a ModifyNode or whatever it is tag for the stat line of each race.
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# ? Oct 14, 2014 15:20 |