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COM_5ePack_PHB - Adjustments.user
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<?xml version="1.0" encoding="UTF-8"?>
<document signature="Hero Lab Data">
<thing id="p5CBonusFt" name="Feats, Bonus" description="This adjustment allows you to give bonus feats to your character. Once you have increased the amount above 1 the "Feats, Bonus" tab will appear allowing you to select your bonus feat." compset="InPlay">
<usesource source="5ePHBCP"/>
<tag group="OthAdjCat" tag="Feats"/>
<eval phase="PreLevel" priority="10000"><![CDATA[
~ If we're not enabled, get out now & leave
doneif (field[pIsOn].value = 0)
~ Increase or decrease the Max Feat One field on the new
~ Configurable "cfg5CFeatB".
hero.childfound[cfg5CFeatB].field[cfgMaxF1].value += field[pAdjust].value]]></eval>
</thing>
<thing id="p5CRaceFt" name="Feats, Race" description="This adjustment allows you to give bonus feats to your character that will appear on the Race tab." compset="InPlay">
<usesource source="5ePHBCP"/>
<tag group="OthAdjCat" tag="Race"/>
<eval phase="PreLevel" priority="10000"><![CDATA[
~ If we're not enabled, get out now & leave
doneif (field[pIsOn].value = 0)
~ Increase or decrease the Max Race Feat value
#resmax[resFeatRac] += field[pAdjust].value]]></eval>
</thing>
<thing id="p5CWepDT" name="Weapon, Damage Type" description="Select this adjustment to be able to change the type of damage a weapon does. In example change a greatsword slashing damage to cold or bludgeoning damage type." compset="InPlay">
<fieldval field="pUsePicks2" value="1"/>
<fieldval field="pCandExpr2" value="component.DamageType"/>
<usesource source="5ePHBCP"/>
<tag group="Helper" tag="NoIncr"/>
<tag group="OthAdjCat" tag="Equipment"/>
<tag group="Adjustment" tag="YourWep"/>
<eval phase="PreLevel" priority="11000" index="2"><![CDATA[
~ Set custom expression to "Picks"
field[pUsePicks].value = 1
~ Set custom expression to "All Things on Hero"
field[pUsePicks2].value = 0]]></eval>
<eval phase="First" priority="10000"><![CDATA[
~ If we're not enabled, get out now & leave
doneif (field[pIsOn].value = 0)
~ If nothing chosen get out now!
doneif (field[pChosen].ischosen = 0)
doneif (field[pChosen2].ischosen = 0)
perform field[pChosen2].chosen.pulltags[DamTypeOvr.?]
perform field[pChosen].chosen.pushtags[DamTypeOvr.?]]]></eval>
</thing>
<thing id="p5CProfAdd" name="Proficiencies" description="This adjustment allows you to increase or decrease the number of tool/skill proficiencies your character can take." compset="InPlay">
<usesource source="5ePHBCP"/>
<tag group="OthAdjCat" tag="SkillProf"/>
<eval phase="PostLevel" priority="10000"><![CDATA[
~ If we're not enabled, get out now & leave
doneif (field[pIsOn].value = 0)
var NumOfProf as number
~ Increase or decrease the number of proficiencies
NumOfProf = field[pAdjust].value
call 5CAddProf]]></eval>
</thing>
<thing id="p5CEqText" name="Equipment, Notes" description="Select this adjustment to allow for adding text notes (up to 100 characters) to equipment that will display as part of the items description text." compset="InPlay">
<fieldval field="pCandExpr" value="component.MyGear & !(Helper.Static|thingid.mNatural)"/>
<fieldval field="pSource" value="Notes"/>
<usesource source="5ePHBCP"/>
<tag group="Adjustment" tag="S2Custom"/>
<tag group="OthAdjCat" tag="Equipment"/>
<tag group="Helper" tag="NoIncr"/>
<eval phase="Final" priority="50000"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)
~ If nothing's been chosen, get out now
doneif (field[pChosen].ischosen = 0)
~ Append the entered text to the gear item
field[pChosen].chosen.field[DescAppend].text &= field[pSource].text]]></eval>
</thing>
<thing id="p5CwElemen" name="Weapon Elemental Dmg, Custom" description="Select this adjustment to add custom text damage next to your weapon name. "(Duration)" is the type of damage (ie +1d6 Fire) and "(Source)" is the name of the ability giving this to you (ie Flaming).\n\n{B}Note:{/b} This adjustment will NOT work correctly from the "{b}Personal{/b}" tab as you have to be able to type into the duration field to set the custom text." compset="InPlay">
<fieldval field="pDuration" value="+1d6 Elemental"/>
<usesource source="5ePHBCP"/>
<tag group="Helper" tag="NoIncr"/>
<tag group="Helper" tag="AdjInfo"/>
<tag group="OthAdjCat" tag="Equipment"/>
<tag group="Adjustment" tag="YourWep"/>
<eval phase="Final" priority="20500"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)
~if nothing's been chosen, get out now
doneif (field[pChosen].ischosen = 0)
~ Here we are pulling the text the user entered from the
~ Durattion field to set the text.
#extradamage[field[pChosen].chosen,field[pDuration].text,field[name].text]]]></eval>
</thing>
<thing id="p5CwCustom" name="Custom Text: Weapon" description="Append text to the name of your weapon using the (Source) or (Duration) field. Use this to add any other related info you would like to see with when you print a character or use on the iPad. Use this to add info about Rapid Shot, Vital Strike or any other combat related info you would like to see with your weapon." compset="InPlay">
<tag group="Helper" tag="AdjInfo"/>
<tag group="Adjustment" tag="YourWep"/>
<tag group="Helper" tag="NoIncr"/>
<tag group="AdjShadow" tag="Text"/>
<tag group="OthAdjCat" tag="Equipment"/>
<eval phase="Render" priority="99999999"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)
~if nothing's been chosen, get out now
doneif (field[pChosen].ischosen <> 1)
~ Based on the AdjShadow.? tag on this adjustment we will
~ either append or overwrite. We now use either Source or
~ Duration. This allows the adjustment to be used on the
~ Personal tab also.
call S2SetName]]></eval>
</thing>
<thing id="p5CArCusto" name="Custom Text: Armor" description="Append text to the name of your armor using the (Source) or (Duration) field. Use this to add any other related info you would like to see with when you print a character or use on the iPad." compset="InPlay">
<usesource source="5ePHBCP"/>
<tag group="Helper" tag="NoIncr"/>
<tag group="Adjustment" tag="YourArmor"/>
<tag group="Helper" tag="AdjInfo"/>
<tag group="AdjShadow" tag="Text"/>
<tag group="OthAdjCat" tag="Equipment"/>
<eval phase="Render" priority="99999999"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)
~if nothing's been chosen, get out now
doneif (field[pChosen].ischosen <> 1)
~ Based on the AdjShadow.? tag on this adjustment we will
~ either append or overwrite. We now use either Source or
~ Duration. This allows the adjustment to be used on the
~ Personal tab also.
call S2SetName]]></eval>
</thing>
<thing id="p5CEqCusto" name="Custom Text: Equipment" description="Append text to the name of your equipment using the (Source) or (Duration) field. Use this to add any other related info you would like to see with when you print a character or use on the iPad." compset="InPlay">
<usesource source="5ePHBCP"/>
<tag group="Helper" tag="NoIncr"/>
<tag group="Adjustment" tag="YourGear"/>
<tag group="Helper" tag="AdjInfo"/>
<tag group="AdjShadow" tag="Text"/>
<tag group="OthAdjCat" tag="Equipment"/>
<eval phase="Render" priority="99999999"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)
~if nothing's been chosen, get out now
doneif (field[pChosen].ischosen <> 1)
~ Based on the AdjShadow.? tag on this adjustment we will
~ either append or overwrite. We now use either Source or
~ Duration. This allows the adjustment to be used on the
~ Personal tab also.
call S2SetName]]></eval>
</thing>
<thing id="p5CSpCusto" name="Custom Text: Spell" description="Append text to the name of your spell using the (Source) or (Duration) field. Use this to add any other related info you would like to see with when you print a character or use on the iPad." compset="InPlay">
<fieldval field="pCandExpr" value="component.BaseSpell"/>
<usesource source="5ePHBCP"/>
<tag group="Helper" tag="AdjInfo"/>
<tag group="Helper" tag="NoIncr"/>
<tag group="Adjustment" tag="S2Custom"/>
<tag group="AdjShadow" tag="Text"/>
<tag group="OthAdjCat" tag="Spell"/>
<eval phase="Render" priority="99999999" index="2"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)
~if nothing's been chosen, get out now
doneif (field[pChosen].ischosen <> 1)
~ Based on the AdjShadow.? tag on this adjustment we will
~ either append or overwrite. We now use either Source or
~ Duration. This allows the adjustment to be used on the
~ Personal tab also.
call S2SetName]]></eval>
</thing>
<thing id="p5CRaCusto" name="Custom Text: Race" description="Append text to the name of your race using the (Source) or (Duration) field. Use this to add any other related info you would like to see with when you print a character or use on the iPad." compset="InPlay">
<comment>This must run at Render/999 to work.</comment>
<fieldval field="pCandExpr" value="component.BaseRace"/>
<usesource source="5ePHBCP"/>
<tag group="Adjustment" tag="S2Custom"/>
<tag group="Helper" tag="NoIncr"/>
<tag group="AdjShadow" tag="Text"/>
<tag group="OthAdjCat" tag="Race"/>
<eval phase="Render" priority="999"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)
~if nothing's been chosen, get out now
doneif (field[pChosen].ischosen <> 1)
~ Based on the AdjShadow.? tag on this adjustment we will
~ either append or overwrite. We now use either Source or
~ Duration. This allows the adjustment to be used on the
~ Personal tab also.
call S2SetName]]></eval>
</thing>
<thing id="p5CAbCusto" name="Custom Text: Ability" description="Append text to the name of your ability (Race or Class) using the (Source) or (Duration) field. Use this to add any other related info you would like to see with when you print a character or use on the iPad." compset="InPlay">
<fieldval field="pCandExpr" value="component.Ability & !component.BaseFeat"/>
<usesource source="5ePHBCP"/>
<tag group="Adjustment" tag="S2Custom"/>
<tag group="Helper" tag="AdjInfo"/>
<tag group="AdjShadow" tag="Text"/>
<tag group="Helper" tag="NoIncr"/>
<tag group="OthAdjCat" tag="SpecAbil"/>
<eval phase="Render" priority="99999999"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)
~if nothing's been chosen, get out now
doneif (field[pChosen].ischosen <> 1)
~ Based on the AdjShadow.? tag on this adjustment we will
~ either append or overwrite. We now use either Source or
~ Duration. This allows the adjustment to be used on the
~ Personal tab also.
call S2SetName]]></eval>
</thing>
<thing id="p5CEqChang" name="Custom Name: Equipment" description="Overwrite the name of your equipment using the (Source) or (Duration) field. Use this to force an item to have a new name or custom name that will display on a printed character sheet or iPad." compset="InPlay">
<usesource source="5ePHBCP"/>
<tag group="Helper" tag="AdjNoPlus"/>
<tag group="Helper" tag="NoIncr"/>
<tag group="Adjustment" tag="YourGear"/>
<tag group="Helper" tag="AdjInfo"/>
<tag group="AdjShadow" tag="Name"/>
<tag group="OthAdjCat" tag="Equipment"/>
<eval phase="Render" priority="99999999"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)
~if nothing's been chosen, get out now
doneif (field[pChosen].ischosen <> 1)
~ Based on the AdjShadow.? tag on this adjustment we will
~ either append or overwrite. We now use either Source or
~ Duration. This allows the adjustment to be used on the
~ Personal tab also.
call S2SetName]]></eval>
</thing>
<thing id="p5CArChang" name="Custom Name: Armor" description="Overwrite the name of your armor using the (Source) or (Duration) field. Use this to force an item to have a new name or custom name that will display on a printed character sheet or iPad." compset="InPlay">
<usesource source="5ePHBCP"/>
<tag group="Helper" tag="AdjNoPlus"/>
<tag group="Helper" tag="NoIncr"/>
<tag group="Adjustment" tag="YourArmor"/>
<tag group="Helper" tag="AdjInfo"/>
<tag group="AdjShadow" tag="Name"/>
<tag group="OthAdjCat" tag="Equipment"/>
<eval phase="Render" priority="99999999"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)
~if nothing's been chosen, get out now
doneif (field[pChosen].ischosen <> 1)
~ Based on the AdjShadow.? tag on this adjustment we will
~ either append or overwrite. We now use either Source or
~ Duration. This allows the adjustment to be used on the
~ Personal tab also.
call S2SetName]]></eval>
</thing>
<thing id="p5CSpChang" name="Custom Name: Spell" description="Overwrite the name of your spell using the (Source) or (Duration) field. Use this to force a spell to have a new name or custom name that will display on a printed character sheet or iPad." compset="InPlay">
<fieldval field="pCandExpr" value="component.BaseSpell"/>
<usesource source="5ePHBCP"/>
<tag group="Helper" tag="AdjInfo"/>
<tag group="Helper" tag="NoIncr"/>
<tag group="Adjustment" tag="S2Custom"/>
<tag group="AdjShadow" tag="Name"/>
<tag group="OthAdjCat" tag="Spell"/>
<eval phase="Render" priority="99999999" index="2"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)
~if nothing's been chosen, get out now
doneif (field[pChosen].ischosen <> 1)
~ Based on the AdjShadow.? tag on this adjustment we will
~ either append or overwrite. We now use either Source or
~ Duration. This allows the adjustment to be used on the
~ Personal tab also.
call S2SetName]]></eval>
</thing>
<thing id="p5CwChange" name="Custom Name: Weapon" description="Overwrite the name of your weapon using the (Source) or (Duration) field. Use this to force a weapon to have a new name or custom name that will display on a printed character sheet or iPad." compset="InPlay">
<usesource source="5ePHBCP"/>
<tag group="Helper" tag="AdjInfo"/>
<tag group="Adjustment" tag="YourWep"/>
<tag group="Helper" tag="NoIncr"/>
<tag group="AdjShadow" tag="Name"/>
<tag group="OthAdjCat" tag="Equipment"/>
<eval phase="Render" priority="99999999"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)
~if nothing's been chosen, get out now
doneif (field[pChosen].ischosen <> 1)
~ Based on the AdjShadow.? tag on this adjustment we will
~ either append or overwrite. We now use either Source or
~ Duration. This allows the adjustment to be used on the
~ Personal tab also.
call S2SetName]]></eval>
</thing>
<thing id="p5CRaChang" name="Custom Name: Race" description="Overwrite the name of your race using the (Source) or (Duration) field. Use this to force your race to have a new name or custom name that will display on a printed character sheet or iPad." compset="InPlay">
<fieldval field="pCandExpr" value="component.BaseRace"/>
<usesource source="5ePHBCP"/>
<tag group="Adjustment" tag="S2Custom"/>
<tag group="Helper" tag="NoIncr"/>
<tag group="AdjShadow" tag="Name"/>
<tag group="OthAdjCat" tag="Race"/>
<eval phase="First" priority="600"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)
~if nothing's been chosen, get out now
doneif (field[pChosen].ischosen <> 1)
~ Based on the AdjShadow.? tag on this adjustment we will
~ either append or overwrite. We now use either Source or
~ Duration. This allows the adjustment to be used on the
~ Personal tab also.
call S2SetName]]></eval>
</thing>
<thing id="p5CAbChang" name="Custom Name: Ability" description="Overwrite the name of an ability (Race or Class) using the (Source) or (Duration) field. Use this to force an ability to have a new name or custom name that will display on a printed character sheet or iPad." compset="InPlay">
<fieldval field="pCandExpr" value="component.Ability & !component.BaseFeat"/>
<usesource source="5ePHBCP"/>
<tag group="Helper" tag="NoIncr"/>
<tag group="Adjustment" tag="S2Custom"/>
<tag group="Helper" tag="AdjInfo"/>
<tag group="AdjShadow" tag="Name"/>
<tag group="Helper" tag="AdjNoPlus"/>
<tag group="OthAdjCat" tag="SpecAbil"/>
<eval phase="Render" priority="99999999"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)
~if nothing's been chosen, get out now
doneif (field[pChosen].ischosen <> 1)
~ Based on the AdjShadow.? tag on this adjustment we will
~ either append or overwrite. We now use either Source or
~ Duration. This allows the adjustment to be used on the
~ Personal tab also.
call S2SetName]]></eval>
</thing>
<thing id="p5CPalAuHa" name="Paladin: Aura of Hate" description="Starting at 7th level, the paladin, as well any fiends and undead within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin's Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time. \n\n18th level, the range of this aura increases to 30 feet." compset="InPlay">
<fieldval field="pMinimum" value="1"/>
<usesource source="5eDMGCP"/>
<tag group="OthAdjCat" tag="Class"/>
<eval phase="PostAttr" priority="10000"><![CDATA[
~ If we're not enabled, get out now & leave
doneif (field[pIsOn].value = 0)
~ Increase melee damage bonus
hero.childfound[Damage].field[dmmBonus].value += field[pAdjust].value]]></eval>
<exprreq message="Undead or Fiend creature type required."><![CDATA[#hastype[tpUndead] + #hastype[tpFiend] <> 0]]></exprreq>
</thing>
<thing id="p5CwFiness" name="Weapon Finesse" description="Select this adjustment to make the selected weapon be treated as if it had the finesse weapon property." compset="InPlay">
<usesource source="5ePHBCP"/>
<tag group="Helper" tag="NoIncr"/>
<tag group="Helper" tag="AdjInfo"/>
<tag group="OthAdjCat" tag="Equipment"/>
<tag group="Adjustment" tag="YourWep"/>
<tag group="wProperty" tag="Finesse"/>
<eval phase="PreLevel" priority="10000"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)
~if nothing's been chosen, get out now
doneif (field[pChosen].ischosen = 0)
~ Push all the property tags setup on this adjustment
~ to the selected weapon.
perform field[pChosen].chosen.pushtags[wProperty.?]]]></eval>
</thing>
<thing id="p5CClsSpAt" name="Casting Attribute" description="This adjustment allows you to change the spellcasting attribute that the selected class uses (ie make a cleric use Charisma instead of Wisdom)." compset="InPlay">
<usesource source="5ePHBCP"/>
<tag group="OthAdjCat" tag="Class"/>
<tag group="Adjustment" tag="Class"/>
<tag group="Adjust2nd" tag="Attribute"/>
<tag group="Helper" tag="NoIncr"/>
<eval phase="First" priority="10000"><![CDATA[ ~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)
~if nothing's been chosen, get out now
doneif (field[pChosen].ischosen = 0)
doneif (field[pChosen2].ischosen = 0)
var searchexpr as string
~ Get the spell attribute tag
perform field[pChosen2].chosen.pulltags[SplAttr.?]
~ Create the search expression
searchexpr = tagids[SplAttr.?]
~ Reset the linkages to the chosen attribute
perform field[pChosen].chosen.setlinkage[castattr,BaseAttr,searchexpr]
perform field[pChosen].chosen.setlinkage[spellattr,BaseAttr,searchexpr]]]></eval>
</thing>
<thing id="p5CAdd1Sp" name="Add Single Spell to Class/Race" description="Use this adjustment to add a single spell from any class to any class/race on your character. In example you could add the Hold Person spell to the Paladin spell list or to the Death Knight." compset="InPlay">
<fieldval field="pCandExpr2" value="component.BaseSpell"/>
<fieldval field="pCandExpr" value="component.BaseClass|component.BaseRace"/>
<usesource source="5ePHBCP"/>
<tag group="Adjustment" tag="S2Custom"/>
<tag group="OthAdjCat" tag="Spell"/>
<tag group="ChooseSrc1" tag="Hero"/>
<tag group="Helper" tag="AdjInfo"/>
<tag group="ChooseSrc2" tag="Thing"/>
<tag group="Adjust2nd" tag="S2Custom"/>
<tag group="Helper" tag="NoIncr"/>
<eval phase="First" priority="10000"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)
~ If nothing's been chosen, get out now
doneif (field[pChosen].ischosen = 0)
doneif (field[pChosen2].ischosen = 0)
~ Pull from the spell and push to the Class
perform field[pChosen2].chosen.pulltags[ClsAllowSp.?]
perform field[pChosen].chosen.pushtags[ClsAllowSp.?]]]></eval>
</thing>
<thing id="p5CDamExtr" name="Natural Weapon, Extra Damage" description="Use this adjustment to add extra damage text to any creatures natural attack. After adding select the natural attack, the text action of Append or Override and then type your text into the (Source) or (Duration) fields." compset="InPlay">
<fieldval field="pCandExpr" value="component.BaseNatWep"/>
<usesource source="5ePHBCP"/>
<tag group="Adjustment" tag="S2Custom"/>
<tag group="OthAdjCat" tag="Race"/>
<tag group="ChooseSrc1" tag="Hero"/>
<tag group="Helper" tag="AdjInfo"/>
<tag group="Helper" tag="NoIncr"/>
<eval phase="Final" priority="999999999"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)
~ If nothing's been chosen, get out now
doneif (field[pChosen].ischosen = 0)
doneif (field[pChosen2].ischosen = 0)
~ 1 = Source
~ 2 = Duration
var S2Type as number
~ Figure out if we are to use Duration or Source text
Call S2SeleText
~ Use "Source" text
if (S2Type = 1) then
~ Do we overwrite the text or append the text?
if (field[pChosen2].chosen.tagis[5CTextAct.OverWrite] = 1) then
field[pChosen].chosen.field[wDamExtra].text = field[pSource].text
else
field[pChosen].chosen.field[wDamExtra].text &= field[pSource].text
endif
~..Use "Duration" text
elseif (S2Type = 2) then
~ Do we overwrite the text or append the text?
if (field[pChosen2].chosen.tagis[5CTextAct.OverWrite] = 1) then
field[pChosen].chosen.field[wDamExtra].text = field[pDuration].text
else
field[pChosen].chosen.field[wDamExtra].text = field[pDuration].text
endif
endif]]></eval>
</thing>
<thing id="p5CAttEff" name="Natural Weapon, Attack Effect" description="Use this adjustment to append/override the attack text effect on a creatures creatures natural attack. After adding select the natural attack, the text action of Append or Overwrite and then type your text into the using the (Source) or (Duration) fields." compset="InPlay">
<fieldval field="pCandExpr" value="component.BaseNatWep"/>
<fieldval field="pCandExpr2" value="component.SelectHelp & Selection.5CTextAct"/>
<usesource source="5ePHBCP"/>
<tag group="OthAdjCat" tag="Race"/>
<tag group="ChooseSrc1" tag="Hero"/>
<tag group="Helper" tag="AdjInfo"/>
<tag group="Helper" tag="NoIncr"/>
<tag group="Adjust2nd" tag="S2Custom"/>
<tag group="Adjustment" tag="S2Custom"/>
<eval phase="Final" priority="999999999"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)
~ If nothing's been chosen, get out now
doneif (field[pChosen].ischosen = 0)
doneif (field[pChosen2].ischosen = 0)
~ 1 = Source
~ 2 = Duration
var S2Type as number
~ Figure out if we are to use Duration or Source text
Call S2SeleText
~ Use "Source" text
if (S2Type = 1) then
~ Do we overwrite the text or append the text?
if (field[pChosen2].chosen.tagis[5CTextAct.OverWrite] = 1) then
field[pChosen].chosen.field[wAttackEff].text = field[pSource].text
else
field[pChosen].chosen.field[wAttackEff].text &= field[pSource].text
endif
~..Use "Duration" text
elseif (S2Type = 2) then
~ Do we overwrite the text or append the text?
if (field[pChosen2].chosen.tagis[5CTextAct.OverWrite] = 1) then
field[pChosen].chosen.field[wAttackEff].text = field[pDuration].text
else
field[pChosen].chosen.field[wAttackEff].text = field[pDuration].text
endif
endif]]></eval>
</thing>
<thing id="p5CTargTxt" name="Natural Weapon, Target" description="Use this adjustment to override or append target text on a creatures natural attack. After adding select the natural attack, the text action of Append or Override and then type your text into the (Source) or (Duration) fields." compset="InPlay">
<fieldval field="pCandExpr" value="component.BaseNatWep"/>
<fieldval field="pCandExpr2" value="component.SelectHelp & Selection.5CTextAct"/>
<usesource source="5ePHBCP"/>
<tag group="OthAdjCat" tag="Race"/>
<tag group="ChooseSrc1" tag="Hero"/>
<tag group="Helper" tag="AdjInfo"/>
<tag group="Helper" tag="NoIncr"/>
<tag group="Adjust2nd" tag="S2Custom"/>
<tag group="Adjustment" tag="S2Custom"/>
<eval phase="Final" priority="999999999"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)
~ If nothing's been chosen, get out now
doneif (field[pChosen].ischosen = 0)
doneif (field[pChosen2].ischosen = 0)
~ 1 = Source
~ 2 = Duration
var S2Type as number
~ Figure out if we are to use Duration or Source text
Call S2SeleText
~ Use "Source" text
if (S2Type = 1) then
~ Do we overwrite the text or append the text?
if (field[pChosen2].chosen.tagis[5CTextAct.OverWrite] = 1) then
field[pChosen].chosen.field[wTarget].text = field[pSource].text
else
field[pChosen].chosen.field[wTarget].text &= field[pSource].text
endif
~..Use "Duration" text
elseif (S2Type = 2) then
~ Do we overwrite the text or append the text?
if (field[pChosen2].chosen.tagis[5CTextAct.OverWrite] = 1) then
field[pChosen].chosen.field[wTarget].text = field[pDuration].text
else
field[pChosen].chosen.field[wTarget].text = field[pDuration].text
endif
endif]]></eval>
</thing>
<thing id="p5CMutiTxt" name="Multiattack Text" description="Use this adjustment to override or append target text to a creatures multiattack text. After adding select the text action of Append or Override and then type your text into the (Source) or (Duration) fields." compset="InPlay">
<fieldval field="pCandExpr" value="component.SelectHelp & Selection.5CTextAct"/>
<usesource source="5ePHBCP"/>
<tag group="OthAdjCat" tag="Race"/>
<tag group="ChooseSrc1" tag="Thing"/>
<tag group="Helper" tag="AdjInfo"/>
<tag group="Helper" tag="NoIncr"/>
<eval phase="First" priority="1"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)
~ If nothing's been chosen, get out now
doneif (field[pChosen].ischosen = 0)
~ Set our focus to the hero's race &
perform hero.findchild[BaseRace].setfocus
doneif (state.isfocus = 0)
~ 1 = Source
~ 2 = Duration
var S2Type as number
~ Figure out if we are to use Duration or Source text
Call S2SeleText
~ Use "Source" text
if (S2Type = 1) then
~ Do we overwrite the text or append the text?
if (field[pChosen].chosen.tagis[5CTextAct.OverWrite] = 1) then
focus.field[rMultiatt].text = field[pSource].text
else
focus.field[rMultiatt].text &= field[pSource].text
endif
~..Use "Duration" text
elseif (S2Type = 2) then
~ Do we overwrite the text or append the text?
if (field[pChosen].chosen.tagis[5CTextAct.OverWrite] = 1) then
focus.field[rMultiatt].text = field[pDuration].text
else
focus.field[rMultiatt].text = field[pDuration].text
endif
endif]]></eval>
</thing>
<thing id="p5CSplAtDm" name="Spell Attack Dmg" description="Use this adjustment to change the name and damage of the selected "Spell Attack" weapon. After adding this adjustment select the "Spell Attack" weapon from the dropdown and set the spell name and damage dice." compset="InPlay">
<fieldval field="pCandExpr" value="component.BaseWep & thingid.w5CSpellAt"/>
<fieldval field="pSource" value="Spell Name"/>
<fieldval field="pDuration" value="1d4+1"/>
<usesource source="5ePHBCP"/>
<tag group="Helper" tag="AdjInfo"/>
<tag group="AdjShadow" tag="Name"/>
<tag group="Helper" tag="AdjNoPlus"/>
<tag group="OthAdjCat" tag="Spell"/>
<tag group="ChooseSrc1" tag="Hero"/>
<tag group="Adjustment" tag="S2Custom"/>
<tag group="Helper" tag="NoIncr"/>
<eval phase="Render" priority="99999999"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)
~if nothing's been chosen, get out now
doneif (field[pChosen].ischosen <> 1)
field[pChosen].chosen.field[livename].text = field[pSource].text
field[pChosen].chosen.field[sbName].text = field[pSource].text]]></eval>
<eval phase="Final" index="2"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)
~if nothing's been chosen, get out now
doneif (field[pChosen].ischosen <> 1)
field[pChosen].chosen.field[wFixDamage].text = field[pDuration].text
field[pChosen].chosen.field[wFixRanDam].text = field[pDuration].text]]></eval>
</thing>
<thing id="p5CSchMaDC" name="Spell DC, Specific School" description="This adjustment allows you to add a bonus/penalty to all your spell DCs of a specific school of magic.\n\n{b}Note:{/b} At this time 5e game system does not show individual spell DCs." compset="InPlay">
<fieldval field="pCandExpr" value="component.SplSchool"/>
<usesource source="5ePHBCP"/>
<tag group="Adjustment" tag="S2Custom"/>
<tag group="OthAdjCat" tag="Spell"/>
<tag group="ChooseSrc1" tag="Hero"/>
<eval phase="First" priority="10000"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)
~ If nothing's been chosen, get out now
doneif (field[pChosen].ischosen = 0)
~ Increase/Decrease Spell DC
field[pChosen].chosen.field[schDC].value += field[pAdjust].value]]></eval>
</thing>
<thing id="p5CProfBon" name="Proficiency Bonus" description="This adjustment allows you to increase or decrease your characters Proficiency Bonus value." compset="InPlay">
<usesource source="5ePHBCP"/>
<tag group="OthAdjCat" tag="Misc"/>
<eval phase="First" priority="10000"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)
~ Increase/Decrease Proficiency Bonus
hero.child[ProfBonus].field[tProfBonus].value += field[pAdjust].value]]></eval>
</thing>
<thing id="p5CSpellDC" name="Spell DC, Single Spell" description="This adjustment allows you to add a bonus/penalty to the DC of a single spell.\n\n{b}Note:{/b} At this time 5e game system does not show individual spell DCs." compset="InPlay">
<fieldval field="pCandExpr" value="component.BaseSpell"/>
<usesource source="5ePHBCP"/>
<tag group="Adjustment" tag="S2Custom"/>
<tag group="OthAdjCat" tag="Spell"/>
<tag group="ChooseSrc1" tag="Hero"/>
<eval phase="First" priority="10000"><![CDATA[
~ If we're not enabled, get out now
doneif (field[pIsOn].value = 0)
~ If nothing's been chosen, get out now
doneif (field[pChosen].ischosen = 0)
~ Increase/Decrease Spell DC
field[pChosen].chosen.field[sDC].value += field[pAdjust].value]]></eval>
</thing>
</document>