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<blockquote data-quote="morepurplemorebetter" data-source="post: 6651824" data-attributes="member: 6788192"><p><strong>@Noah Ivaldi:</strong> Thank you again for your scrutiny! It is a great help with so much text and code to write <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Vestments: the problem here is that every religion is different. If your church has you wearing fine clothes than you should maybe change it to 6 lb, whereas if your faith has you wearing very little clothes, just bodypaint and feathers, it is again different. That's why I didn't go for fine clothing, but thought of the more neutral 'costume'. However, I feel that anybody making a cleric should specify it better then 'Vestments' unless you worship the god of vagueness <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Guild artisan/merchant thing: this was definitely part of the same bug.</p><p></p><p>Gladiator: I've removed it in v6.4, it was now bugging me as well.</p><p></p><p>Independent DCs: I feel like there's always a 'need' to be able to manually reset something.</p><p></p><p>Multiple weapons to auto-add: This is actually a lot harder to script than you'd think. I think I'll leave this out for now, mostly because then I would have to accommodate all the different ways you can write that you have multiples of something (x2, 3x, (2), (both hands), etc.). Also, this is only something needed for characters that have two identical weapons in each hand and have the two-weapon fighting fighting style. And on top of that it will only cause a problem the one time that character will add his weapons to the equipment section, so it really shouldn't come up that often.</p><p></p><p>Typo's and textual suggestions: I've changed all of that in v6.4, except for adding the bonus action/reaction for Misty Step and Hellish Rebuke (because I would have to write custom code just for those 2 abilities). I move text around a lot to make it fit the field, and then overlook the grammatical changes I have to make...</p><p></p><p>Destroy water: Just a total omission on my account, I just quickly glanced the Water Genasi text to look up the spell name and missed the first part of it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p></p><p>Second DC-calculating field: I have though of this before, but there's just no way of having this without it bringing unnecessary clutter. And, as you say, it would only be useful for some multiclassing characters.</p><p></p><p>Off-hand weapon with negative ability modifer: I had already noticed this bug and it will be fixed in v6.4, but thank you for sharing!</p><p></p><p>Finesse weapons: this is a good idea, I'll implement it in v6.4!</p><p></p><p>As for your explanation to Athinar (which is very thorough, so thank you for that), the +N can be any number from 1 up to 99</p></blockquote><p></p>
[QUOTE="morepurplemorebetter, post: 6651824, member: 6788192"] [B]@Noah Ivaldi:[/B] Thank you again for your scrutiny! It is a great help with so much text and code to write :) Vestments: the problem here is that every religion is different. If your church has you wearing fine clothes than you should maybe change it to 6 lb, whereas if your faith has you wearing very little clothes, just bodypaint and feathers, it is again different. That's why I didn't go for fine clothing, but thought of the more neutral 'costume'. However, I feel that anybody making a cleric should specify it better then 'Vestments' unless you worship the god of vagueness ;) Guild artisan/merchant thing: this was definitely part of the same bug. Gladiator: I've removed it in v6.4, it was now bugging me as well. Independent DCs: I feel like there's always a 'need' to be able to manually reset something. Multiple weapons to auto-add: This is actually a lot harder to script than you'd think. I think I'll leave this out for now, mostly because then I would have to accommodate all the different ways you can write that you have multiples of something (x2, 3x, (2), (both hands), etc.). Also, this is only something needed for characters that have two identical weapons in each hand and have the two-weapon fighting fighting style. And on top of that it will only cause a problem the one time that character will add his weapons to the equipment section, so it really shouldn't come up that often. Typo's and textual suggestions: I've changed all of that in v6.4, except for adding the bonus action/reaction for Misty Step and Hellish Rebuke (because I would have to write custom code just for those 2 abilities). I move text around a lot to make it fit the field, and then overlook the grammatical changes I have to make... Destroy water: Just a total omission on my account, I just quickly glanced the Water Genasi text to look up the spell name and missed the first part of it :P Second DC-calculating field: I have though of this before, but there's just no way of having this without it bringing unnecessary clutter. And, as you say, it would only be useful for some multiclassing characters. Off-hand weapon with negative ability modifer: I had already noticed this bug and it will be fixed in v6.4, but thank you for sharing! Finesse weapons: this is a good idea, I'll implement it in v6.4! As for your explanation to Athinar (which is very thorough, so thank you for that), the +N can be any number from 1 up to 99 [/QUOTE]
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