I've not looked at that in a good while. It's suppose to not allow them to edit it but see it. I'll review after the holidays and see. It's not something I think a lot of people use so doesn't get much use.
Printable View
Just discovered this amazing ext! Thanks for your hard work, Celestian!
I've been having a really hard time getting it to work though, and I'm not sure what I'm doing wrong.
So far, I've turned on the extension during the campaign setup screen. And I've had a try at coding a weapon - but the effect doesn't appear to be applying. Here is a still of the code and what is being generated.
Any help would be greatly appreciated :)
Attachment 42222
Perhaps I am missing something....
Not sure what you mean, that's specifically the reason I wrote AE. He should only need to re-quip the item if the effect never existed before and if they keep the item equipped the effect should always show in the CT.
It also should work only when attacks are made with that weapon.
See my above comment. I do this type of thing all the time (a weapon that does X to specific creature type). Check out the previous comments with working examples.
Thanks for the clarification, Celestian. I can confirm that after unequipping the item once, coding the effect, and the re-equipping it - action-only works fine each time.
Can I also ask, how can saving throw advantage against breath weapons be coded? (I don't know the command for breath weapons). But in, essence, would it be something like:
IFT: TYPE(breath weapon); ADVSAV