Open Azureblooet opened 3 years ago
By "operation" do you mean how you can specify that attributes are additive or multilplicative, that sort of thing?
If so then yes that's a vanilla feature and not supported by magic- magic modifiers and classes can only stack (additive) or not (increase value if higher).
/mitem save <name>
any item, wand included, then use it as a cost. That may work with a wand item directly too, not sure I've ever tried that though.To use items in costs you just put the item name as the cost, like
costs:
emerald_sword: 1
I'm not sure I understand that one, the spells don't really get added to any particular class, they're just active (I think this only works with passives IIRC)
I think a combination of light level and whether there's a block above you .. you could get the latter with the new target_highest
option of the Cover
action, but I wonder if I should also add an attribute for highest_block_y
or something.
wow thanks for the quick response! thanks for the support! reguarding 3. lets say i have 2 types of modier spells (for the sake of simplicity just a and b types
A spells are soposed to be used and acsessed ( a bonus attack or something) B spells are just things saved as spells but not soposed to be interactable (say something using a trigger or a passive)
i need to specify the A spells to be used by my wand's class (appearing in the wand's inventory) B spells can be kept as is (not showing up in the wand's inventory because they player isnt really soposed to be able to mess with them) I think that adding the A spells to my wand class could work but i dont know how to, if possible set the modifier to group spells by class would fix my issue but i hope this helps clarify
Sorry again for dropping the ball here!
Um.. I think if I am understanding you would just like a way to hide certain spells (mostly passives) from the wand inventory?
hey! 4 things 1 the operations on magic/custom attributes don't seem to be working with modifiers (i checked another person's issue) the vinella ones work but custom magic ones dont seem to work
2 is there a way to make wands or custom items (saved as wands because as far as i know that's the only way) usable as spell costs? (i have little paper sigils)
3 using modifiers added to mages is there a way to specify what class a spell is added to? (if you wanted some undeactivateable passives and then some bonus spell when you use the main magical casting class
4 is there any reliable way to detect if a player is exposed to the sun? i could probably phenagle some sort of workaround but it would also be cool if there was an allready known way (something like a passive spell that strenthens a caster in the sun)