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What makes me think it's a foreach is that it's reporting exactly the same error, in exactly the same location, on a dozen different things. In order to get that, you have to have something that's being repetetive - that's performing the same operation on many different things.
Mathias,
Is it possible to use an image portal on a character sheet to place an image and then overlap that image with other portals? I am asking because I was considering having the armour points output to boxes on the armour similar to what is on the actual sheet.
Mathias,
I came across a bit of a perplexing conundrum while building the Marks of Chaos. Each Mark of chaos is specifically taylored to one of the gods of the ruinous powers, each one bootstraps some talents or traits to the character.
On the Mark of Khorne, it says that the mark gives the Swift Attack talent, but if the character already possesses that talent, they instead gain the Lightning Attack talent. How can I get this working via the bootstrap mechanics?
The easiest way would be two have two copies of it - one with a bootstrap of swift attack, the other with a bootstrap of lightning attack.
If you want to handle it without making the user choose which version to add, I'll need to know whether each of these talents has uniqueness="unique" or uniquness="useronce".
<thing
id="taLightAtk"
name="Lightning Attack"
compset="Talent"
isunique="yes"
description="{b}Prerequisites:{/b} Swift Attack{br}{br}The character's speed with weapons is legendary, allowing him to launch flurries of attacks in melee. As a Full Action, the character may make three melee attacks on his turn. The effects of this Talent replace those of Swift Attack rather than adding to them. The use of Lightning Attack may not be combined with Dual Strike. If the character has the Two-Weapon Wielder Talent and is wielding two melee weapons, the character gains the advantage of Lightning Attack with only one of the weapons, and a single attack with the other. If the character has the Two-Weapon Wielder Talent and is wielding a melee weapon in one hand and a gun in the other, they gain the advantage of Lightning Attack witht he melee weapon and a single attack with the gun.">
<fieldval field="TalMinRank" value="1"/>
<exprreq message="Swift Attack talent required."><![CDATA[
hero.tagis[Talent.taSwiftAtk] <> 0
]]></exprreq>
</thing>
<thing
id="taSwiftAtk"
name="Swift Attack"
compset="Talent"
isunique="yes"
description="{b}Prerequisites:{/b} Weapon Skill 35{br}{br}The character's speed and martial ability allows him to land flurries of blows. As a Full Action, the character may make two melee attacks. If the character has the Two-Weapon Wielder Talent and is wielding two melee weapons, the character gains the advantage of Swift Attack with only one of the weapons, and a single attack with the other. If the character had the Two-Weapon Wielder Talent and is wielding a melee weapon in one hand and a gun in the other, the character gets the advantage of Swift Attack with the melee weapon and a single attack with the gun.">
<fieldval field="TalMinRank" value="1"/>
<exprreq message="Weapon Skill 35 or higher required."><![CDATA[
#trait[attrWepSk] >= 35
]]></exprreq>
</thing>
If you want to handle it without making the user choose which version to add, I'll need to know whether each of these talents has uniqueness="unique" or uniquness="useronce".
I haven't had time to sit down and write out the solution. In Pathfinder, we use the two copies, each bootstrapping a different thing solution to this sort of problem, since this is such a hassle to do right.
So you're saying I should make two copies, bootstrap them both, and setup a bootstrap condition that determines which one actually gets applied?
<bootstrap thing="traDarkSig">
<containerreq phase="Initialize" priority="10000"><![CDATA[
count:Equipped.Equipped = 1
]]></containerreq>
</bootstrap>