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<blockquote data-quote="morepurplemorebetter" data-source="post: 6677510" data-attributes="member: 6788192"><p>In theory that sounds all very well, but in practice the script doesn't work like that. There is no defined test for the naming of anything. Everything is taken from predefined variables (a sort of database) and implemented from there, depending on type. The script gets its names from the features, tests it against the level and whether or not there is a choice assigned to it. This is done separately for race and class features because the class features are a lot more complex. It goes something like this:</p><p></p><p>1: Race is chosen: parse all features of the race into a global variable</p><p>2: Use global variable to populate racial features, skills, ability scores, etc. etc.</p><p>3: Check features in global variable against level requirements</p><p>4: Add features to "limited features"</p><p></p><p>Then when you change your level, the code runs again from #3.</p><p></p><p>For classes it is more like:</p><p>1: test if classes field has more than one class and if levels are attached to the class</p><p>2: for each class found, parse the class into global variable</p><p>3: for each subclass found, amend the global variable with the features of the subclass</p><p>4: Use global variable to populate proficiencies, skills, ability scores, etc. etc.</p><p>5: check features against level, for each feature, keeping in mind the possible choices that have been doen</p><p>6: for each feature that fails the test when level is subtracted, remove that feature from class features, limited features, action, saving throws, weapons, bluetext mod variables, languages</p><p>7: for each feature that passes the test when level is added, add that feature to class features, limited features, action, saving throws, weapons, bluetext mod variables, languages</p><p></p><p>Then when you press the "extra features" button:</p><p>1: look for the class features that requires a choice (like draconic ancestry) and populate a menu with those choices</p><p>2: look for the class features that give options (like invocations) and populate a menu with those choices</p><p>3: upon selecting a choice, either add replace the text in "class features" with the choice or add the choice to the third page, depending on type</p><p></p><p>If I would tell the sheet that any Dragonborn has levels in sorcerer, it would also apply all the other features of being a sorcerer. Also, the choice for what type of draconic ancestry is not made in a pop-up for sorcerers, but using the "extra features" menu. What you suggest would either not provide a choice for the dragonborn, or would use the same menu, and upon selecting apply the choice to the class features as a "Sorcerer 1" feature.</p></blockquote><p></p>
[QUOTE="morepurplemorebetter, post: 6677510, member: 6788192"] In theory that sounds all very well, but in practice the script doesn't work like that. There is no defined test for the naming of anything. Everything is taken from predefined variables (a sort of database) and implemented from there, depending on type. The script gets its names from the features, tests it against the level and whether or not there is a choice assigned to it. This is done separately for race and class features because the class features are a lot more complex. It goes something like this: 1: Race is chosen: parse all features of the race into a global variable 2: Use global variable to populate racial features, skills, ability scores, etc. etc. 3: Check features in global variable against level requirements 4: Add features to "limited features" Then when you change your level, the code runs again from #3. For classes it is more like: 1: test if classes field has more than one class and if levels are attached to the class 2: for each class found, parse the class into global variable 3: for each subclass found, amend the global variable with the features of the subclass 4: Use global variable to populate proficiencies, skills, ability scores, etc. etc. 5: check features against level, for each feature, keeping in mind the possible choices that have been doen 6: for each feature that fails the test when level is subtracted, remove that feature from class features, limited features, action, saving throws, weapons, bluetext mod variables, languages 7: for each feature that passes the test when level is added, add that feature to class features, limited features, action, saving throws, weapons, bluetext mod variables, languages Then when you press the "extra features" button: 1: look for the class features that requires a choice (like draconic ancestry) and populate a menu with those choices 2: look for the class features that give options (like invocations) and populate a menu with those choices 3: upon selecting a choice, either add replace the text in "class features" with the choice or add the choice to the third page, depending on type If I would tell the sheet that any Dragonborn has levels in sorcerer, it would also apply all the other features of being a sorcerer. Also, the choice for what type of draconic ancestry is not made in a pop-up for sorcerers, but using the "extra features" menu. What you suggest would either not provide a choice for the dragonborn, or would use the same menu, and upon selecting apply the choice to the class features as a "Sorcerer 1" feature. [/QUOTE]
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