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September 9th, 2024, 20:25 #71
Just as a heads up, but we are planning to remove the item list from character wizard equipment screen and only show the initial character creation options where you select Starting Wealth or make the choices linked to your class. If you do anything with those controls in your extensions, then you will have to do something different there.
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September 9th, 2024, 21:22 #72
The only thing I used in AdvantagesCW in character wizard are the functions that I was specifically told to use.
Currently the last functional calls I was told to override to do my stuff was...
buildRecords()
which build the lists of a variety of things (more than one of them).
As long as that hook I was told (the previous hook I was told to use was wiped out in an even earlier TEST) to use is preserved I'm good and will not have to bring out the hammer as I have in the past.
If in doubt here is the code - the only code - I override in recrod_charwizard_lists.xml...
Code:<root> <windowclass name="classspells_sub_spells" merge="join"> <script> function buildRecords() super.buildRecords(); if OptionsManager.isOption("FIRST_MATCH_IN_CHARWIZARD", "on") then AdvantagesCWManager.ApplyModulePriorities(self.getAllSpells()); end end </script> </windowclass> <windowclass name="sub_charwizard_class_classselection" merge="join"> <script> function buildRecords() super.buildRecords(); if OptionsManager.isOption("FIRST_MATCH_IN_CHARWIZARD", "on") then AdvantagesCWManager.ApplyModulePriorities(self.getAllClasses()); end end </script> </windowclass> <windowclass name="decision_sub_classfeat_choice" merge="join"> <script> function buildRecords() super.buildRecords(); if OptionsManager.isOption("FIRST_MATCH_IN_CHARWIZARD", "on") then AdvantagesCWManager.ApplyModulePriorities(self.getAllFeats()); end end </script> </windowclass> <windowclass name="decision_sub_racefeat_choice" merge="join"> <script> function buildRecords() super.buildRecords(); if OptionsManager.isOption("FIRST_MATCH_IN_CHARWIZARD", "on") then AdvantagesCWManager.ApplyModulePriorities(self.getAllFeats()); end end </script> </windowclass> <windowclass name="sub_charwizard_background_backgroundselection" merge="join"> <script> function buildRecords() super.buildRecords(); if OptionsManager.isOption("FIRST_MATCH_IN_CHARWIZARD", "on") then AdvantagesCWManager.ApplyModulePriorities(self.getAllBackgrounds()); end end </script> </windowclass> <windowclass name="sub_charwizard_equipment_additems" merge="join"> <script> function buildRecords() super.buildRecords(); if OptionsManager.isOption("FIRST_MATCH_IN_CHARWIZARD", "on") then AdvantagesCWManager.ApplyModulePriorities(self.getAllRecords()); end end </script> </windowclass> <windowclass name="sub_charwizard_equipment_currentinv" merge="join"> <script> function buildRecords() super.buildRecords(); if OptionsManager.isOption("FIRST_MATCH_IN_CHARWIZARD", "on") then AdvantagesCWManager.ApplyModulePriorities(self.getAllRecords()); end end </script> </windowclass> <windowclass name="sub_charwizard_race_raceselection" merge="join"> <script> function buildRecords() super.buildRecords(); if OptionsManager.isOption("FIRST_MATCH_IN_CHARWIZARD", "on") then AdvantagesCWManager.ApplyModulePriorities(self.getAllRaces()); end end </script> </windowclass> </root>
Free(Forums/Forge) Extension(FGU 5E):
Paid (Forge) Extension(FGU 5E):
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September 11th, 2024, 00:06 #73
Screenshot 2024-09-10 at 6.04.51 PM.png
Script error rolling Init when char has Exhaustion condition
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September 11th, 2024, 01:08 #74
Thanks, I'll take a look at it.
Dominic Morta
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September 11th, 2024, 01:13 #75
Probably a little late in the game but noticed Exhaustion rules are now 2024 if you want them or not. I was hoping for a toggle to choose. So in the middle of campaign and force rule change? I dunno... but probably an unfortunate trend?
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September 11th, 2024, 07:00 #76
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September 11th, 2024, 13:51 #77
We will look into this. We still have a lot of changes in a dev branch we haven't rolled out yet, and one of those is a default rules toggle. We are going to look at interrogating that to determine how to handle exhaustion -- or may possibly just create two separate conditions. We will let you know which route we take once we decide. From Moon Wizard, he believes this was the only condition that was different between the versions. For spells, items, NPCs, classes, backgrounds, etc., these all have distinctly separate data records and you will choose which version you want to use.
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September 11th, 2024, 14:06 #78
It looks like this is the change between the two versions:
Exhaustion in 5th Edition (2014 PHB):
Exhaustion Levels: There were 6 levels of exhaustion, and each level imposed increasingly severe penalties:
- Disadvantage on ability checks.
- Speed halved.
- Disadvantage on attack rolls and saving throws.
- Hit point maximum halved.
- Speed reduced to 0.
- Death.
Cumulative Penalties: If a character became more exhausted, they accumulated penalties from all previous levels.
Recovery: A long rest reduced a character’s exhaustion level by 1, but only if they also ate food and drank water.
Exhaustion in the 2024 Rules (One D&D playtest or UA updates):
Exhaustion Levels. This condition is cumulative. Each time you receive it, you gain 1 Exhaustion level. You die if your Exhaustion level is 6.
While you have the Exhaustion condition, you experience the following effects.
- D20 Tests Affected. When you make a D20 Test, the roll is reduced by 2 times your Exhaustion level.
- Speed Reduced. Your Speed is reduced by a number of feet equal to 5 times your Exhaustion level.
Removing Exhaustion Levels. Finishing a Long Rest removes 1 of your Exhaustion levels. When your Exhaustion level reaches 0, the condition ends.Last edited by ddavison; September 11th, 2024 at 15:01.
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September 11th, 2024, 14:26 #79
I have a modified version of this in our dev branch and we will let you know once we push it to TEST. It checks the default rules setting you have set for your campaign and then applies the appropriate modifier or disadvantage based on the exhaustion level and what rule set you chose.
Looking at our logs, it doesn't look like we ever automated any of these exhaustion levels in the pre-2024 rules:
- 2. Speed Halved
- 4. Hit Point maximum halved
- 6. Death
The new version will do this for 2024 Exhaustion:
- Add a -2 to all d20 rolls (attacks, actions, saves) for each level of exhaustion
- Recover 1 level of exhaustion on a long rest
- Adds an informational effect with Duration 1 for each exhaustion level showing the speed reduction
- Adds an informational effect for Death when exhaustion level is 6 at the start of the characters turn
The Legacy rules will do this:
- Apply disadvantage to ability checks for all levels of exhaustion
- Apply disadvantage to attack rolls and saving throws for exhaustion at level 3 and higher
- Adds an informational effect with Duration 1 for each exhaustion level that adjusts speed or max hp
Last edited by ddavison; September 11th, 2024 at 15:47.
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September 11th, 2024, 17:20 #80
Thanks Doug, that sounds like a positive enhancement for the 2014 rules and a good way to handle the change.
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