Senior Member
Join Date: Jan 2007
Location: NW Arkansas
Posts: 1,337
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The dataset I’m working on classifies weapons, armor, tools and gear as Basic, Advanced, Improvised, etc. instead of just Simple or Martial (or Special).
1) If I create a tag group of EquipmentCat.xxx, what would be the best way to give the proficiency on that item to the hero? 2) Rather than creating a ArmProfGrp.WepBasic, ArmorBasic, etc. is there a way to display the proficiencies as “Equipment: Basic, Advanced” instead of “Weapons: Basic Weapons, Advanced Weapons Armor: Basic Armor, Advanced Armor” on the Class tab and descriptions? Thanks! TC Working on - |
#1 |
Senior Member
Join Date: Sep 2017
Posts: 602
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I think I tried to play with this when I built out the full complement of firearms from the DMG. Unfortunately, I'm pretty certain this is the sort of thing that's hardcoded into the 5e system. I never found a way to make a whole new "set" of weapons that can be treated the same way as martial, simple, etc.
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#2 |
Senior Member
Join Date: Jan 2007
Location: NW Arkansas
Posts: 1,337
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Quote:
1) Added these tags to a mechanic Code:
<tag group="Custom" tag="EHGearCatBasic" name="Gear - Basic" abbrev="Basic"/> <tag group="Custom" tag="EHGearCatAdv" name="Gear - Advanced" abbrev="Advanced"/> <tag group="Custom" tag="EHGearCatHist" name="Gear - Historical" abbrev="Historical"/> <tag group="Custom" tag="EHGearCatImprov" name="Gear - Improvised" abbrev="Improvised"/> <tag group="Custom" tag="EHGearCatMil" name="Gear - Military" abbrev="Military"/> Code:
<thing id="wEHDagger" name="Dagger" compset="Weapon"> <fieldval field="gSizeCost" value="1"/> <fieldval field="gWeight" value="1"/> <fieldval field="wDieCount" value="1"/> <fieldval field="wDieSize" value="4"/> <fieldval field="wRangeNorm" value="40"/> <fieldval field="wRangeLong" value="80"/> <usesource source="srcEverydayH"/> <tag group="wProperty" tag="Thrown"/> <tag group="EquipType" tag="Metal"/> <tag group="wProperty" tag="Finesse"/> <tag group="wProperty" tag="Light"/> <tag group="wCategory" tag="Melee"/> <tag group="DamageType" tag="dtPiercing"/> <tag group="Custom" tag="EHGearCatBasic"/> </thing> <thing id="wEHGrenLauncher" name="Grenade Launcher" description="Grenade launchers are often attached to an assault rifle, but standalone launchers exist. They fire a large grenade cartridge at greater ranges than they could be thrown. Launched grenades are designed to explode on impact rather than based on a timer." compset="Weapon"> <fieldval field="wRangeNorm" value="300"/> <fieldval field="wRangeLong" value="600"/> <fieldval field="gSizeCost" value="3"/> <fieldval field="gWeight" value="2"/> <usesource source="srcEverydayH"/> <tag group="Helper" tag="Always2H"/> <tag group="EquipType" tag="Metal"/> <tag group="wProfReq" tag="Special"/> <tag group="wGroup" tag="Military" name="Military Weapons"/> <tag group="wCategory" tag="RangeProj"/> <tag group="wProperty" tag="Restricted" name="Restricted"/> <tag group="wProperty" tag="Indirect" name="Indirect"/> <tag group="wProperty" tag="TwoHanded"/> <tag group="Custom" tag="EHGearCatMil"/> </thing> Code:
~ Add Basic Weapon Prof if (hero.tagis[ArmProfGrp.WepBasic] <> 0) then foreach thing in BaseWep where "Custom.EHGearCatBasic" perform eachthing.pulltags[WepProf.?] nexteach endif ~ Add Military Weapon Prof if (hero.tagis[ArmProfGrp.WepMilitary] <> 0) then foreach thing in BaseWep where "Custom.EHGearCatMil" perform eachthing.pulltags[WepProf.?] notify "(Mechanic) Military - " & eachthing.field[name].text nexteach endif ~ push Militaryweapon proficiency tags to hero perform hero.pushtags[WepProf.?] Thoughts? That should work for the armor and tools too, right? Working on - |
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#3 |
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