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On the class tab look for "Uses Which Spells" where you setup "Spellcasting Details". Then select Wizard.I just added a spell casting class that uses the same spells as the core wizard, any one know a way that i can get the spells to be useble short of adding each and every spell and editing it.
Go to "Develop->Floating Info Windows->Show Selection Fields" and in the new window type in "ArmorClass". Then check mark the "Armor Class" pick and click "OK".ok came up with an idea and having trouble, i am makeing an item that is based off the ring of protection only it's bonus only aplies to touch and flat footed ac. Is there a way to do this without adding to the normal ac too?
This code is setting the "list name" only. That is what you see on the "Class" tab when you click the "Abilities" bubble at the top and you see all the class names laid out similar to the book/pdf. The "livename" is what you see on the "Specials" tab.ok trying to set up a channel energy class ability using this script:
field[abValue].value += field[xCount].value
field[listname].text = "Channel Energy " & signed(field[xIndex].value) & "d6"
~Set the list name
field[listname].text = field[thingname].text & " " & field[xIndex].value & "d6"
~ If we're not shown, just get out now
doneif (tagis[Helper.ShowSpec] <> 1)
~ if we've been disabled, get out now
doneif (tagis[Helper.SpcDisable] <> 0)
~ Set the number of dice
field[abValue].value += field[xCount].value
~ Set the live name
field[livename].text = field[thingname].text & " " & signed(field[abValue].value)
~ Set the xChannel helper pick with the number of dice
#value[[B]xChannel[/B]] += field[abValue].value