Closed Sklore closed 7 years ago
Hi everbody, can someone just check this first try on this issue ? Am i doing everything right ?
Working on my end :+1:
Acrobatic needs to check for Acrobatics proficiency also.
Impressive that you figured out how to get the pick working on Acrobatic working already though, well done.
Tip: When commenting on Commits (or anything really) within GitHub thats related to an open issue, add #
Can't find how to differentiate the arcanes spells from other spells, like nature or holy, to set the prerequisite on the Arcane Shield feat #195
I've done that for a monster, I'll check and give you a script
The tags to check is Hero.EquipMain
Here an exemple where if a weapon is equiped it add the wisdom bonus to the armorclass
PostAttr 10000
~ If we're disabled, do nothing doneif (tagis[Helper.Disable] = 1) if (hero.tagis[Hero.EquipMain] = 1) then hero.child[ArmorClass].field[Bonus].value += #attrmod[aWIS] endif
You can check another exemple in Psychic Defense ability
Thanks chef !
@grandchefpanda
~ If we're disabled, do nothing
doneif (tagis[Helper.Disable] = 1)
if (hero.tagis[Hero.EquipMain] = 1) then
hero.child[Damage].field[Bonus].value += 1
hero.child[Attack].field[Bonus].value += 1
endif
It worked, but this is also working for unarmed attack. shouldn't. Am i missing something ?
This will add the bonus to the weapon itself, ignoring natural weapons
~ If we're disabled, do nothing doneif (tagis[Helper.Disable] = 1) foreach pick in hero from BaseWep where "!(wGroup.Natural) & (Hero.MainHand)" eachpick.Field[wAttBonus].value += 1 eachpick.Field[wDamBonus].value += 1 nexteach
corrected script last post, should always include Helper disable
Have working in the feats #195 prerequisites, Acrobatics to Deflect Arrows with all attribute and some feats prerequisite done.
Need help with few feats that i couldn't figure out how to script them:
-Arcane Strike (couldn't make the panda's script work :/ ) -Augmented Conjuring (did the feat prerequisite work but the need to be with Conjuration school) -Bouncing Spell (Don't know how to put prerequisite of 2nd lvl spell or grater) -Chanel Smite (There are 2 Channel Divinity and 1 Lay on Hands, must have one of these, couldn't figure out how to make a "or" structure.)
Thank for the patience.
I didn't work because you had the Helper.Disable Tag on the feat and my script check for it. I've corrected that with 2f4a44caea5de86f04062f1200358d7723c047dd
I added some basic scripting to several feats, see https://github.com/Sklore/HL_DD_5e_Colab/pull/334 and #340 If someone has a more complete file, feel free to overwrite my stuff, or merge as you see fit. :)
Of course, only now that I merged those did I find Maikeras branch, where everything I've done, and lots more, has already been done.
Branches need to be merged regularly or they run the risk of not being accepted due to code changes.
Yeah, that's what caused my mistake, I keep my work branches for at most a day and assumed everyone else did the same (as I said, at least I make new mistakes. :) I just plain forgot to look for a work branch with changes to this file before I started...
Not sure I'll get anywhere (other than frustrated at git for not working like any other vcs :), but I'll try to figure out how to merge the files locally and see if I accidentally added anything Maikera hadn't done already. :)
/Jonas
On 2016-05-14 13:31, Sklore wrote:
Branches need to be merged regularly or they run the risk of not being accepted due to code changes.
— You are receiving this because you commented. Reply to this email directly or view it on GitHub https://github.com/Sklore/HL_DD_5e_Colab/issues/195#issuecomment-219215388
I am so sorry guys, i didn't had any time in the last few weeks to continue the work with the feats #195, life just got crazy.
I will try to continue scripting and merge frequently to avoid theses misunderstanding among us.
@xdy Don't worry dude, i got away for awhile, so it's my fault that this issue got freezed.
:) No need to stress. It's a learning curve for us all. If the file hasn't specifically been changes then you should be able to copy the changes in that specific file into a new updated branch and it should all work out.
No worries @Maikera , how much free time/energy I have is also, um, highly variable. :)
I'll just wait till you've merged (simply overwrite the file in master, yours is far more complete) and then I'll add in the changes I had that weren't in your file. (Simple scripting after the Iron Skin feat basically, and a couple of typos I noticed.)
@xdy Ok then,
I noticed that you had problems doing a "or" structure, like "str or dex 13" required, it was a pain to me to figure out how to do this, i have examples now, it will make our job easier.
I will try to merge then, and we can continue from there.
Great!
Thank you for the patience
Great job! I'll go right ahead and add in what little I had done that you hadn't (I'll only change feats from Improved Initiative and on, will merge within an hour or so I guess.)
All I did before has been added to the file, along with fixing some typos I had noticed. Still a lot to go, among other things about half the prereqs in the latter half of the file are missing. But, it's definitely time for me to hit the sack now as it's technically tomorrow. :)
Nice work @xdy . And thank you for correcting my grammar mistakes =)
Did almost all prerequisite that was needing script, only this three that i really need some help:
Augmented Conjuring; Skill Focus; Weapon Specialization.
Can't do those right now, any help would be very wellcome.
Augmented Conjuring Your conjured creatures are more powerful and robust. {b}Prerequisite:{/b} Spell Focus (Conjuration) • Each creature you conjure with any summon spell gains a +2 bonus to attacks and damage and a bonus of +2 hit points per HD for the duration of the spell that summoned it.
Skill Focus You are particularly adept at a certain skill. {b}Prerequisite:{/b} Proficiency in a chosen skill. • You gain expertise in a chosen skill.
Weapon Specialization
You are especially skilled with one type of weapon.
{b}Prerequisite:{/b} Proficiency with selected weapon
• Choose one weapon. You gain a +1 bonus on all attack rolls you make using the selected weapon.
• With your chosen weapon, you also gain a +2 bonus to damage rolls.
• Once per short rest you can gain advantage on an attack roll made with your chosen weapon.
@Sklore exactly those, i don´t know how script these prerequisites, for example, the Augmented Conjuring, to be able to use this feat you need to have the spell focus feat and must have chosen the conjuration school, i know how to script only the need of the feat, the specification of the magic school i dont know how to script.
I also dont know how to make the user pick a skill and then gain proficiency in that skill in the skill focus feat, and dont know how to make the user pick a weapon and then check if the user is proeficient with the selected weapon.
Yeah I posted so we could have a look at what needed to be done. Beyond my capability I'm afraid. I would suggest asking @shadowchemosh . He has a wealth of experience.
{b}Prerequisite:{/b} Spell Focus (Conjuration)
Well to do the spell focus test you would first have to script the Spell Focus feat to work. Otherwise how can you test to see what was selected? I started adding Magic School logic to 5E only to learn that the why individual Spell DCs are calculated correctly they are NOT displayed anywhere. So even if I make this stuff work you won't see the values reflected anywhere. Sigh...
Another "Bug" to report to LW...
So why did you guys use hero.tagis[HasFeat.?] feat logic instead of just using the macro #hasfeat[] as its less typing. =)
I see this script logic in feats still:
<arrayval field="usrArray" index="0" value="Strength"/>
<arrayval field="usrArray" index="1" value="Constitution"/>
<eval phase="First"><![CDATA[
~ If we're disabled, do nothing &
doneif (tagis[Helper.Disable] = 1)
if (field[usrIndex].value = 0) then
hero.child[aSTR].field[aStartMod].value += 1
elseif (field[usrIndex].value = 1) then
hero.child[aCON].field[aStartMod].value += 1
endif]]></eval>
While that works its not really the best way. Its much easier to simply go directly after the live Pick on a character instead. Makes the code super flexible and easier to change.
Here is the script logic I did in the 5e CORE feats:
<fieldval field="usrCandid1" value="component.BaseAttr & (thingid.aSTR|thingid.aCON)"/>
<eval phase="First"><![CDATA[
~ If we're disabled, do nothing &
doneif (tagis[Helper.Disable] = 1)
~ If nothing chosen then get out now!
doneif (field[usrChosen1].ischosen = 0)
~ Increase the selected ability score by 1
field[usrChosen1].chosen.field[aStartMod].value += 1
]]></eval>
The custom expression controls which attributes are displayed and allowed to get +1. The script logic itself is 100% reusable all over the place and requires no changes. This could even be added into a Procedure making adding the script or modification of the script even easier. =)
Just an FYI.
@xdy Im afraid that i merged a file with the skill focus feat working, but was a old file that undid what you have done with the # hasfeat, sorry about that, my mistake.
Feel free to rewrite that.
No worries, I did the same to someone else earlier. :)
Have updated the master list above showing 1/3 of feats are now complete. Well done guys, way more progress than I thought had happened here.
Support for this product has now ceased, This will be hidden from the community pack in the next release.
Have added Fifth Edition Feats by TPK Games. http://www.drivethrurpg.com/browse/pub/3782/Total-Party-Kill-Games
Raising this ticket for tracking on scripting of pre-requirements and feat abilities.
SCRIPTING COMPLETE Acrobatic Acrobatic Steps Agile Maneuvers Alertness Animal Affinity Arcane Shield Arcane Strike Athletic Augmented Conjuring Backstab Beast Slayer Blind-Fight Blocking Expertise Bodyguard Bouncing Spell Burning Spell Catch Off-Guard Channel Smite Charging Expertise Cleave Combat Caster Combat Expertise Combat Reflexes Command Undead Concussive Spell Crossbow Expertise Danger Sense Darting Strike Dazzling Display Deadly Stroke Deceitful Defensive Combat Defensive Expertise Defensive Weapon Deflect Arrows Deft Hands Demon Slayer Diehard Dirty Fighter Disarm Expertise Disorienting Blow Disrupting Strike Disruptive Spell Distant Spell Dodging Expertise Dragon Slayer Dreadful Carnage Dungeoneer Eagle-Eyed Elemental Channel Elemental Focus Elemental Mastery Elemental Spell Empowered Spell Endurance Extended Spell
PENDING SCRIPTING Duelist - Issue (How to +1 AC when PC is fighting with single weapon and shield?) Extra Channel (Increase Channel Divinity uses by 3?) Extra Fighting Style (Increase fighting style by 1?) Extra Ki Extra Lay On Hands Extra Inspiration Extra Rage Extra Skills Favored Defense Feint Expertise Fight On Fleet Fortuitous Giant Slayer Great Fortitude Great Strength Great Weapon Expertise Grappling Expertise Healing Chakra Heavy Armor Expertise Heavy Armor Heighten Spell Herbal Healer Heroic Defiance Improved Beast Improved Channel Improved Critical Improved Initiative Improvised Weapon Initiate Inspiring Leadership Iron Will Ironskin Keen Intellect Light Armor Lightning Reflexes Lightning Stance Lookout Linguistics Expert Lunging Attack Lycanthrope Slayer Magical Aptitude Mage Killer Manyshot Master Craftsman Medium Armor Expertise Medium Armor Proficiency Mobility Mounted Warrior Overrun Expertise Parry Spell Parting Shot Penetrating Strike Persistent Spell Persuasive Point-Blank Shot Polearm Expertise Power Attack Physician Quick Draw Quicken Spell Raging Strength Raging Vitality Rapid Shot Razortooth Ritualist Rousing Performance Savage Warrior Selective Spell Sharp Shot Shield Expertise Shield Mastery Shield of Swings Sidestep Skill Focus Slam Expertise Snap Shot Spell Assassin Spell Focus Spell Mastery Spell Penetration Spirited Charge Stand Still Stealthy Steel Soul Steeled Mind Strike Back Strong Personality Subtle Spell Sunder Expertise Taunt Thespian Thundering Spell Toppling Spell Toughness Trip Expertise Twinned Spell Two-Weapon Fighter Two-Weapon Fighting Mastery Two-Weapon Rend Undead Slayer Unarmed Fighting Weapon Expert Weapon Specialization Widen Spell Wise