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ray57913
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Join Date: Apr 2017
Posts: 13

Old July 18th, 2017, 03:23 AM
So as a big fans of Critical Role my DM and I have been working on creating our own versions of the Vestiges of Divergence. These are magical items that have 3 stages of growth; Dormant, Awakened, and Exalted. We have them on paper but I want to add them to HL. I am expect that I will need to add 3 copies, one for each level, but I'm also having trouble creating the base items. Right now I am starting with a wondrous item called the Gloves of the Tempus. They are a pair of gloves that as a bonus action function set the players AC to 14 + dex mod. They also can cast levitate once per long rest. It also has 6 charges to cast magic missile. The spells seem easy, but I am having trouble with setting the armor class. Is this something I will have to use an eval script or is there a bootstrap I can use?
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ray57913
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Join Date: Apr 2017
Posts: 13

Old July 19th, 2017, 03:20 AM
So I think I got the armor created at least usable to what I am looking for, might not be the best way of doing it but seems to work.

I am trying to move on to the next item. A set of hand wraps that deal fire damage and grant fire resistance. I'm looking at the flame tongue for guidance but it's missing things that I need. These wraps are only attune to a monk and work of their unarmed strike which changes as they level. I don't see a way to make them copy that from either the monk or another weapon.
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Dami
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Join Date: Mar 2013
Location: Melbourne, Australia
Posts: 1,086

Old July 19th, 2017, 03:55 AM
A pre-req that requires Monk levels is easy to set. If the "Monk's Belt" still exists in 5th Ed, you should be able to copy stuff from that for the unarmed strike changing.
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dungeonguru
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Join Date: May 2016
Posts: 608

Old July 19th, 2017, 05:00 AM
Have you looked at some of the tutorial stuff inside the editor help -> when the editor is open, choose "Help" and then "Help on using the editor."

In the How-to section there are some macros that might be useful in your eval scripting like

#levelcount[class_id]

In your case you're likely to do something like

doneif (levelcount[Monk]=0)
~do nothing if no monk levels

if (levelcount[Monk] < 5) then
~make adjustments for a 1st - 4th level monk
elseif (levelcount[Monk] < 10) then
~make the adjustments for being 5th - 9th
else
~do whatever is needed when monk level is above 10
endif
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ray57913
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Join Date: Apr 2017
Posts: 13

Old July 19th, 2017, 03:15 PM
there was not monk belt but there is a insignia of claws which might help. I do have the prereq for monk the center stuff is easier to use then the scripts for me.

I am starting to look at the help file now will let you know if I have any questions
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