Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
Any thought to release a non-feat package?
Since they are optional for character creation, it seems a shame to hold back everything else.
That's pretty much how it is working i believe. Tim made a configurable that we are referencing to. I'm currently working on modifying that same concept for Spell Sniper.
Ritual Caster has some more complexity in that we want to allow / guide the user to pick 2 1st level spells but once that is done they need to be able to add more Ritual spells depending on their level.
~ Set the spell selection expression to only be the selected class
field[cfgAllwSp1].text &= " & (sLevel.0) & (" & tagids[sClass.?,"|"] & ")"
'pre-requisite rule' script for Thing 'fElemAdept' calls a non-existent procedure for the active script context
but I'm not sure of how to fix it.Call 5CHasSpell
Elemental Adept currently only works if you have the 5e community pack loaded. This is because I created a "custom" validation procedure that will only work if you have the 5e Pack loaded. I did that as multiple feats needed to do the same logic test. You can tell because the procedure name starts with "5C" which stands for 5e Community.I added Elemental Adept using the instructions on the front page and came across two issues.
To get the sheet to display correctly you have do a "CTRL-K" and scroll to the bottom and turn on "Always Print 2-Weapon Attacks". Then the sheet will match the UI.For example, I selected the feet, equipped two rapiers, and the print preview shows both rapiers in the main hand and the bonus damage from the ability modifier is not removed from the off-hand weapon.
This could be an issue with the sheet generator, but I thought I'd point it out just in case. Thanks again!
~exit if disabled
doneif (tagis[Helper.Disable] <> 0)
~exit if fewer than two weapons are equipped
~keeps feat from triggering if a one-handed weapon
~is equipped in both hands
doneif (hero.tagcount[Hero.EquipWep] < 2)
~counter variable
field[abValue].value = 0
~add up total number of weapons in character's inventory
~that are equipped in the main hand and the off hand
foreach pick in hero from BaseWep where "(wCategory.Melee)"
if (eachpick.field[gIsEquip].value = 1) then
field[abValue].value += 1
endif
if (eachpick.field[wIs2nd].value = 1)then
field[abValue].value += 1
perform eachpick.assign[wProperty.Light]
endif
nexteach
~exit if there isn't a weapon in both the main hand
~and the off hand
doneif (field[abValue].value < 2)
~add 1 to armor class
hero.childfound[ArmorClass].field[Bonus].value += 1