Expected behavior for drag and drop. Equipment is not automatically added with drag and drop, only in the Character Wizard, and currently only for official sources.
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The equipment portions unfortunately are hard coded. You could use the purchase equipment to 'buy' your equipment and add the coins to the character sheet after the wizard is finished. There also may be slight differences from drag 'n drop and the wizard, but generally try to stay in sync with it. You can check out the code for the wizard by unpacking the 5e ruleset and see what is involved with the code to get an idea of how it parses and what is hard coded and what is not.
Thanks Superteddy57 (and LordEntrails), I'll take a look at the code. (and apologies for misspelling your handle incorrectly in my last post - lol)
Another question (to anyone) if I may as I get used to FG; why are Racial Traits embedded in Races instead of having their own section/area like Feats? I had thought that I'd just be able to go through and create all the traits separately and then just drag the appropriate ones as I created each Race. Yes, I understand that I can create it once under a Race in the 'Other' tab, open it and then drag & drop as desired. This current state offends my programming OO reuse sensibilities. :-(
Bill
Because they are usually unique to that race. There are hundreds of possible variations on what skills you might have alone and having a feat for each one would be silly.
Hello. Do you mind sharing where you got these strings? Is it try&error? Or hunt through the internet from various sources?
For me personally, Language feats work only the second one. Try as I may, I can't make any choice prompt for Character Wizard...
Update: It worked when I framed it like this "You can speak, read, and write Common and one other language of your choice."
Welcome to FGU.
Mattekure went through the ruleset code to extract the details in the first post. Since he did this I'm sure some of it will have changed as things have been updated in the ruleset code.
The character wizard isn't very good at picking up homebrewed stuff so I'd suggest that you use drag and drop for that.
That is correct, homebrew is a tad tough for the feature. Many things had to be hard coded due to the wording on many descriptions don't follow a pattern. I do have a refactor of the foundation of the feature coming soon, but this still is not a huge boon to homebrew. It does help as its the first phase of planned changes that will eventually make it easier for homebrew to be included.
Zacchaeus is exactly right. I extracted the 5e ruleset as it was at the time and went through every section of code that parsed those values to see what it was looking for. The matching almost certainly has been tweaked since then but this list is largely still accurate.
I could be spoiled by coding languages and big software documentation.
But I just wondering why nobody keeps documentation with those Strings. Are there some big obstacles to doing that? Because I reason, if mattekure could go through code to find all of them, it shouldn't be more difficult to keep some list of them as it expands or change.
Because that's where comes major frustration for me as new at FG... Can you imagine if you would like to learn some coding language, and there would not be clear documentation of what syntax exists in it?..
To whomever is willing to educate,
As a new coder in the LUA-scape and only being vaguely familiar with XML, I am puzzled by something. Why is it that with Background Items, Class Features, and Racial Traits the strings are parsed individually? I would have thought that calling a single parser that returned the values regardless of source would have been easier and more flexible in the long run. Any clarification on why this is not the method used would be appreciated.
Thanks for reading,
Xy
Because design decisions are taken on what is in front of you now and not ten years into the future which you can't see?
Fair enough, Been there for sure. I was just afraid that my ignorance of the LUA script and XML had some roadblock that I needed to be aware of. Thanks for the answer Zacchaeus, I watch your videos and have learned a lot from you. Thanks for the education on both fronts and keep it up, this community is awesome!
One change that I did find that was asked back in post #7. It's not perfect, but does open up a class to any race.
The wording needed is:
"One ability score of your choice increases by 2, one other ability score of your choice increases by 1."
I've been working a re-write (more an amalgamation of the core books) for my personal use, and am finding that taking those and altering them slightly, essentially making them HB, is still working with the character wizard. I even did a full input HB and have had luck with it as well. I am very much looking forward to changes made to the Character Wizard.
Side note, I have updated my version of the official content to put class specializations into the "Specializations" button on the Classes tab, same for subraces on the Races tab.
Yes the language for 2 and 1 was added after the publication of Tasha which changed a lot of the ways characters got built. The books which came out after Tasha have used this method. There were other changes as well as to what is acceptable after Tasha, so whilst most of the first and second posts is still accurate there have been changes which may not be reflected there.
Gotta question about the Spellcasting Action for NPCs. Let's suppose the NPC being designed can cast both Cleric spells and Wizard spells, but the attack mods and DCs for them differ because the INT and WIS are different (e.g. INT 15, WIS 17). How would you word this so that the difference is taken into account? Right now, I have as Actions Spellcasting (Cleric) and Spellcasting (Wizard). This is not working.
edit: ignore this, it's for PCs, not NPCs.
Did you open up the details for the two sections and make sure the correct trait was set for each group?
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For NPC spellcasters you can only have one Spellcasting trait and one innate Spellcasting trait. You can also have Spellcasting as an action. The trait or action must be called Spellcasting, otherwise FG won’t recognise it as a Spellcasting trait and thus it will not correctly compute spell save DCs and attacks.
I’d suggest that you choose either wizard or cleric to be the Spellcasting trait and the other to be innate Spellcasting. In this way you should be able to set different save DCs and attacks. More on NPC spellcasters here https://fantasygroundsunity.atlassia...llcasting-NPCs