Junior Member
Join Date: Jan 2016
Posts: 10
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Any thought to release a non-feat package?
Since they are optional for character creation, it seems a shame to hold back everything else. |
#81 |
Senior Member
Lone Wolf Staff
Join Date: Dec 2008
Posts: 4,690
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For the mechanics of a feat like Ritual Caster that allowed the hero to pick spells, I would have the feat bootstrap a configurable ("Configure" tab in the editor) with the following settings in the Spells section:
Linked Attribute: Intelligence (StandardDC.aINT tag) Caster Level: Class Level (Helper.ClsCastLev tag) Spells Total: 2 (cfgMaxSp1 field) Primary Spell Candidate: Helper.RitualSpel & sLevel.1 (cfgAllwSp1 field) That would let you add 2 of any level 1 ritual to the hero on the "Ritual Caster" tab. You could use a menu selection to choose which class to restrict it to (and then modify the spell candidate tag expression appropriately), or just define separate "Ritual Caster (Wizard)", "Ritual Caster (Bard)" etc feats for each different class. The other feats should be able to be implemented in the same with, with configurables - the exception is "Skilled", as I think you currently can't add skill or tool proficiencies via a configurable. We can fix that for next release - until then, you can simply tell the user add the proficiencies manually on the Skills tab. Hope this helps! |
#82 |
Senior Member
Join Date: Jan 2016
Location: Adelaide, Australia
Posts: 2,294
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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. |
#83 |
Senior Member
Join Date: Jan 2016
Location: Adelaide, Australia
Posts: 2,294
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At this stage the pack is much more than just single user files. It has been structured correctly in preparation for an official release file which means we have dependencies coming to and from multiple files.
I'm sure we could make a sub release with little effort but given we are only 3.5 Feats away from full functionality we are driving towards that goal. |
#84 |
Senior Member
Lone Wolf Staff
Join Date: Dec 2008
Posts: 4,690
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Quote:
Spell Sniper should be able to work the same way, except you're selecting cantrips instead of ritual spells. |
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#85 |
Senior Member
Join Date: Jan 2016
Location: Adelaide, Australia
Posts: 2,294
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Yeah it wont take me long to work out Spell Sniper.
Which leave us with: Martial Adept - No progress Skilled - No progress but believe this is reliant on new functionality in next patch. |
#86 |
Senior Member
Join Date: Jan 2016
Location: Adelaide, Australia
Posts: 2,294
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@Colen,
For spell sniper, to restrict selection to only cantrips that have an attack roll, i assume i need to add a custom User Tag and then restrict the options to only spells containing that tag. Sound about right? Quote:
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#87 |
Senior Member
Lone Wolf Staff
Join Date: Dec 2008
Posts: 4,690
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The problem is none of the SRD cantrips will have that tag. We can define a new tag for "spell with attack roll" in the next update, and you can use that in the tag expression and in your own spells once it's added.
For Martial Adept, that should be doable with a configurable as well - have it add custom abilities, and set the tag expression properly for battle master maneuvers (we used abCategory.FtrBMasMan in our examples). |
#88 |
Senior Member
Join Date: Jan 2016
Location: Adelaide, Australia
Posts: 2,294
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Thanks mate, that will make it alot easier. Ill have a crack at Martial Adept later tonight.
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#89 |
Junior Member
Join Date: Feb 2016
Posts: 4
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I added Elemental Adept using the instructions on the front page and came across two issues. Firstly, it won't compile. Error message is:
Quote:
Quote:
I searched around and found the other script for War Caster on page 7 and used it instead and was able to compile and the pre-requisite seems to work. The second issue I found is that, although I can select the feat, I am unable to choose the damage type. I have added "Energy Type (Base 4)" to the "Select From..." under Item Selection. In the dropdown within the main app however, it just says "Nothing to Select". Last edited by azuravian; February 20th, 2016 at 06:45 AM. Reason: Clarity |
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#90 |
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