Quote:
Originally Posted by Jobe00
~if we've been replaced, get out now
doneif (tagis[Helper.SpcReplace] <> 0)
if (field[usrChosen1].ischosen <> 0) then
field[usrChosen1].chosen.field[aStartMod].value += 2
endif
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So first thing is you have to give the the feat a drop down box to be able to select the Ability Score of choice. You do this be click on the "
Select From..." box in the feat and picking "
Attributes".
Now for the script. The first thing is the phase the script runs at is important and in this case you can copy from the Racial Ability Thing. The other thing is that we are NOT a racial Thing and a feat can't be replaced so the first line of code can be removed.
Phase: Pre-Attributes Priority: 10000
Code:
~ If we chose a ability score add +2 to it
if (field[usrChosen1].ischosen <> 0) then
field[usrChosen1].chosen.field[aStartMod].value += 2
endif
Quote:
Originally Posted by Jobe00
No. The feat first feat I discuss is permanent so long as you maintain a code of conduct. If you break the code of conduct, you'll have to atone for it to get the feat's effects (and thus the attribute increases) back.
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The adjustments still would be your best bet as if you can lose it the only way to deactivate the feat is too remove it from the character. An adjustment is just a check on/off.
Quote:
Originally Posted by Jobe00
On a similar note though, is there any way to stack a feat where it will list levels? Say if it take the "Awesome Feat" twice, instead of being listed twice, it would be listed as "Awesome Feat (2)"?
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Nope. Or at least not any simple easy way. Feats are meant to show each and every time they are on a character.
Quote:
Originally Posted by Jobe00
Also, is there any way to limit the number of times you can take a specific feat?
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Yes for a feat change the "
uniqueness" to NO and set the "
Max Limit" field to the number of times the feat can be taken.