diff --git a/_functions/Functions1.js b/_functions/Functions1.js index dc6f07f0..3434b5de 100644 --- a/_functions/Functions1.js +++ b/_functions/Functions1.js @@ -387,7 +387,6 @@ function ToggleWhiteout(toggle) { // Show/hide the whiteout field on page 3 depending on the state of the layers if (!typePF && !minVer) { - if (CurrentVars.vislayers == undefined) CurrentVars.vislayers = ["rules", "equipment"]; if (nowWhat) { if (CurrentVars.vislayers[0] === "notes") Show("Extra.Notes Whiteout"); if (CurrentVars.vislayers[1] === "equipment") Show("Extra.Other Holdings Whiteout"); @@ -669,7 +668,7 @@ function LayerVisibilityOptions(showMenu, useSelect) { if (typePF || minVer) return; //don't do this function in the Printer-Friendly version var isReset = false; - if (CurrentVars.vislayers == undefined) { + if (CurrentVars.vislayers === undefined) { isReset = !showMenu; CurrentVars.vislayers = ["rules", "equipment"]; } @@ -706,7 +705,6 @@ function LayerVisibilityOptions(showMenu, useSelect) { var thermoTxt = thermoM("Show the 3rd page " + selection[0] + " and " + selection[1] + " sections..."); calcStop(); - Value("Extra.Layers Remember", selection); var LNotesFlds = [ "Text.Header.Notes.Left", "Extra.Notes", @@ -9326,7 +9324,7 @@ function HideInvLocationColumn(type, currentstate) { RowName.rect = gRect; // Update the value of b.rect RowName.value = RowName.value; //re-input the value as to counteract the changing of font } - if (typePF || (type === "Extra.Gear " && What("Extra.Layers Remember").split(",")[1] === "equipment") || type === "Adventuring Gear ") { //only show things on the third page, if the extra equipment section is visible + if (typePF || (type === "Extra.Gear " && CurrentVars.vislayers[1] === "equipment") || type === "Adventuring Gear ") { //only show things on the third page, if the extra equipment section is visible tDoc[HideShow](type + "Location"); if (!currentstate && type === "Adventuring Gear " && What("Adventuring Gear Remember") === false) { Hide("Adventuring Gear Location.Row " + FieldNumbers.gearMIrow); diff --git a/_functions/Functions2.js b/_functions/Functions2.js index 6ecf6b19..4fc064d8 100644 --- a/_functions/Functions2.js +++ b/_functions/Functions2.js @@ -1085,7 +1085,7 @@ function RunCreatureCallback(sPrefix, sType, bAdd, fOverride, sOverrideNm) { var sEvalType = (/companion/i).test(sType) ? "companionCallback" : "creatureCallback"; var aPrefix = (/all/i).test(sPrefix) ? What("Template.extras.AScomp").split(",").splice(1) : [sPrefix]; if (bAdd === undefined) bAdd = true; - var prefix, oCrea, sCompType, sEval; + var prefix, oCrea, sCompType; var doEval = function(evalThing, evalName) { if (!evalThing) return; try { @@ -5643,7 +5643,7 @@ function ApplyWeapon(inputText, fldName, isReCalc, onlyProf, forceRedo) { //add mod var StrDex = What(QI ? "Str" : prefix + "Comp.Use.Ability.Str.Score") < What(QI ? "Dex" : prefix + "Comp.Use.Ability.Dex.Score") ? 2 : 1; - fields.Mod = isReCalc && !theWea.ability ? What(fldBase + "Mod") : + fields.Mod = isReCalc && !theWea.ability ? tDoc.getField(fldBase + "Mod").currentValueIndices : (/finesse/i).test(theWea.description) ? StrDex : theWea.ability; //change mod if this is concerning a spell/cantrip @@ -5680,7 +5680,7 @@ function ApplyWeapon(inputText, fldName, isReCalc, onlyProf, forceRedo) { var WeaponText = inputText + " " + fields.Description; var isDC = (/dc/i).test(fields.To_Hit_Bonus); var isSpell = thisWeapon[3] || (theWea && (/cantrip|spell/i).test(theWea.type)) || (!theWea && (/\b(cantrip|spell)\b/i).test(WeaponText)) ? true : false; - var isWeapon = !isSpell || (isSpell && theWea && !(/cantrip|spell/i).test(theWea.type)); + var isWeapon = theWea && theWea.isNotWeapon ? false : !isSpell || (isSpell && theWea && !(/cantrip|spell/i).test(theWea.type)); var isMeleeWeapon = isWeapon && (/melee/i).test(fields.Range); var isRangedWeapon = isWeapon && (/^(?!.*melee).*\d+.*$/i).test(fields.Range); var isNaturalWeapon = isWeapon && theWea && (/natural/i).test(theWea.type); @@ -5798,7 +5798,7 @@ function CalcAttackDmgHit(fldName) { var fldBaseBT = prefix + "BlueText." + Q + "Attack." + fldNmbr + "."; var fields = { Proficiency : tDoc.getField(fldBase + "Proficiency").isBoxChecked(0), - Mod : What(fldBase + "Mod"), + Mod : tDoc.getField(fldBase + "Mod").currentValueIndices, Range : What(fldBase + "Range"), Damage_Type : What(fldBase + "Damage Type"), Description : What(fldBase + "Description"), @@ -5834,7 +5834,7 @@ function CalcAttackDmgHit(fldName) { prof : !fields.Proficiency ? 0 : (QI ? (tDoc.getField("Proficiency Bonus Dice").isBoxChecked(0) ? 0 : Number(How("Proficiency Bonus"))) : (tDoc.getField(prefix + "BlueText.Comp.Use.Proficiency Bonus Dice").isBoxChecked(0) ? 0 : What(prefix + "Comp.Use.Proficiency Bonus"))), die : fields.Damage_Die, modToDmg : thisWeapon[2], - mod : !fields.Mod || fields.Mod === "empty" ? 0 : What(prefix + fields.Mod), + mod : getAbiModValue(fields.Mod, prefix), magic : thisWeapon[1], bHit : fields.To_Hit_Bonus, bDmg : fields.Damage_Bonus, @@ -5847,7 +5847,7 @@ function CalcAttackDmgHit(fldName) { // Gather some information on the weapon var isSpell = thisWeapon[3] || (theWea && (/cantrip|spell/i).test(theWea.type)) || (!theWea && (/\b(cantrip|spell)\b/i).test(WeaponText)) ? true : false; - var isWeapon = !isSpell || (isSpell && theWea && !(/cantrip|spell/i).test(theWea.type)); + var isWeapon = theWea && theWea.isNotWeapon ? false : !isSpell || (isSpell && theWea && !(/cantrip|spell/i).test(theWea.type)); var isMeleeWeapon = isWeapon && (/melee/i).test(fields.Range); var isRangedWeapon = isWeapon && (/^(?!.*melee).*\d+.*$/i).test(fields.Range); var isNaturalWeapon = isWeapon && theWea && (/natural/i).test(theWea.type); @@ -6153,6 +6153,24 @@ function FunctionIsNotAvailable() { }); }; +// get the string for the modifier field +// this can be based on index number Str = 1, Dex = 2, etc. +// or on the abbreviation string "Str", "Dex", etc. +// wildshapeNo is the index of the monser on wild shape page, starting with 1 +function getAbiModValue(ability, prefix, wildshapeNo) { + var mod = 0; + var abi = !isNaN(ability) && ability > 0 && ability <= AbilityScores.abbreviations.length ? AbilityScores.abbreviations[ability - 1] : AbilityScores.abbreviations.indexOf(ability) !== -1 ? ability : "error"; + if (abi === "error") return mod; + if (!prefix) { + mod = Number(What(abi + " Mod")); + } else if (wildshapeNo) { + mod = Number(What(prefix + "Wildshape." + wildshapeNo + ".Ability." + abi + ".Mod")); + } else { + mod = Number(What(prefix + "Comp.Use.Ability." + abi + ".Mod")); + } + return mod; +} + // a way to eval the content of a modifier field; prefix === true if it is the character (true) or a string if it is for a companion page (the prefix of the companion page); if isSpecial === "test" it will output undefined if an error occurs; if isSpecial is a number it will look for that entry on the Wild Shape page with the corresponding prefix variable as a prefix; function EvalBonus(input, prefix, isSpecial) { if (!input) { diff --git a/_functions/FunctionsSpells.js b/_functions/FunctionsSpells.js index d412fd23..0412e026 100644 --- a/_functions/FunctionsSpells.js +++ b/_functions/FunctionsSpells.js @@ -999,7 +999,7 @@ function CreateSpellList(inputObject, toDisplay, extraArray, returnOrdered, objN try { evalThing(inputObject, objName, objType); } catch (error) { - var eText = "The custom calcChange.spellList function '" + evalName + "' produced an error! It will be removed from the sheet for now, but please contact the author of the feature to have this issue corrected:\n " + error; + var eText = "The custom calcChanges.spellList function '" + evalName + "' produced an error! It will be removed from the sheet for now, but please contact the author of the feature to have this issue corrected:\n " + error; for (var e in error) eText += "\n " + e + ": " + error[e]; console.println(eText); console.show(); diff --git a/_variables/Lists.js b/_variables/Lists.js index 0898e210..24fa05e4 100644 --- a/_variables/Lists.js +++ b/_variables/Lists.js @@ -302,7 +302,7 @@ var CurrentCasters = {}; var CurrentSources = {firstTime : true, globalExcl : [], globalKnown : []}; var CurrentEvals = {}; var CurrentScriptFiles = {}; -var CurrentVars = { manual : {} }; +var CurrentVars = { manual : {}, vislayers : ["rules", "equipment"] }; var UpdateSpellSheets = {}; var CurrentFeatureChoices = {}; var CurrentStats = {}; diff --git a/_variables/ListsClasses.js b/_variables/ListsClasses.js index f6c612bf..ef425286 100644 --- a/_variables/ListsClasses.js +++ b/_variables/ListsClasses.js @@ -106,7 +106,7 @@ var Base_ClassList = { source : [["SRD", 8], ["P", 48]], minlevel : 1, description : desc([ - "Start/end as bonus action; add damage to melee weapons that use Str; lasts 1 min", + "Start/end as bonus action; bonus damage to melee weapon attacks using Str; lasts 1 min", "Adv. on Strength checks/saves (not attacks); resistance to bludgeoning/piercing/slashing", "Stops if I end turn without attacking or taking damage since last turn, or unconscious" ]), @@ -121,11 +121,11 @@ var Base_ClassList = { calcChanges : { atkCalc : [ function (fields, v, output) { - if (v.isMeleeWeapon && classes.known.barbarian && classes.known.barbarian.level && (/\brage\b/i).test(v.WeaponTextName)) { + if (v.isMeleeWeapon && fields.Mod === 1 && classes.known.barbarian && classes.known.barbarian.level && /\brage\b/i.test(v.WeaponTextName)) { output.extraDmg += classes.known.barbarian.level < 9 ? 2 : classes.known.barbarian.level < 16 ? 3 : 4; } }, - "If I include the word 'Rage' in a melee weapon's name, the calculation will add my Rage's bonus damage to it." + "If I include the word 'Rage' in a melee weapon's name that uses Strength, the calculation will add my Rage's bonus damage to it. Be aware that if the weapon is used to make a ranged attack, the rage bonus damage shouldn't be added (e.g. when using a thrown weapon)." ] } }, @@ -541,7 +541,7 @@ var Base_ClassList = { name : "Druidic", source : [["SRD", 19], ["P", 66]], minlevel : 1, - description : desc("I know Druidic; Hidden messages with it can only be understood by who know Druidic"), + description : desc("I know Druidic; Hidden messages with it are only understood by those who know Druidic"), languageProfs : ["Druidic"] }, "spellcasting" : { @@ -782,7 +782,7 @@ var Base_ClassList = { if (isNaN(curDie) || curDie < aMonkDie) { fields.Damage_Die = '1d' + aMonkDie; }; - if (fields.Mod == 1 || fields.Mod == 2 || What(AbilityScores.abbreviations[fields.Mod - 1] + " Mod") < What(AbilityScores.abbreviations[v.StrDex - 1] + " Mod")) { + if (fields.Mod === 1 || fields.Mod === 2 || What(AbilityScores.abbreviations[fields.Mod - 1] + " Mod") < What(AbilityScores.abbreviations[v.StrDex - 1] + " Mod")) { fields.Mod = v.StrDex; } }; diff --git a/_variables/ListsGear.js b/_variables/ListsGear.js index 4e9df012..22a43557 100644 --- a/_variables/ListsGear.js +++ b/_variables/ListsGear.js @@ -675,7 +675,8 @@ var Base_WeaponsList = { weight : 1, description : "Target +1d4 damage at the start of each of its turn; Can end it as an action with a DC 10 Dex check", abilitytodamage : false, - ammo : "alchemist fire" + ammo : "alchemist fire", + isNotWeapon : true }, "vials of acid" : { regExpSearch : /^(?=.*vial)(?=.*acid).*$/i, @@ -689,7 +690,8 @@ var Base_WeaponsList = { weight : 1, description : "", abilitytodamage : false, - ammo : "vials of acid" + ammo : "vials of acid", + isNotWeapon : true }, "holy water" : { regExpSearch : /^(?=.*holy)(?=.*water).*$/i, @@ -703,7 +705,8 @@ var Base_WeaponsList = { weight : 1, description : "Only does damage against fiends and undead; Comes in flasks", abilitytodamage : false, - ammo : "holy water" + ammo : "holy water", + isNotWeapon : true }, "burning torch" : { regExpSearch : /^(?=.*torch)(?=.*burning).*$/i, @@ -716,7 +719,8 @@ var Base_WeaponsList = { range : "Melee", weight : 1, description : "Only does damage while burning", - abilitytodamage : false + abilitytodamage : false, + isNotWeapon : true }, // Cantrips "spell attack" : { diff --git a/_variables/ListsMagicItems.js b/_variables/ListsMagicItems.js index 9f0d1b76..4d85019a 100644 --- a/_variables/ListsMagicItems.js +++ b/_variables/ListsMagicItems.js @@ -1945,17 +1945,17 @@ var Base_MagicItemsList = { "bronze griffon" : { rarity : "rare", magicItemTable : "G", - description: "As an action, I can speak the command word and throw this bronze statuette to an unoccupied space within 60 ft, where it becomes a griffon for up to 6 hours, until I use the command word again, or it reaches 0 HP. It is friendly, understands my languages, and obeys my commands.", - descriptionLong: "As an action, I can speak the command word and throw this bronze statuette of a griffon rampant to an unoccupied space within 60 ft, where it becomes a griffon for up to 6 hours, until I use an action to repeat the command word, or it reaches 0 HP. It is friendly to me and my allies, understands my languages, and obeys my spoken commands. If I issue no commands, the creature defends itself but takes no other actions. When it reverts back to a figurine, it can't be used again until 5 days have passed.", - descriptionFull: "This figurine of wondrous power is a bronze statuette of a griffon rampant, small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living griffon. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\n The creature exists for 6 hours. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until 5 days have passed.", + description : "As an action, I can speak the command word and throw this bronze statuette to an unoccupied space within 60 ft, where it becomes a griffon for up to 6 hours, until I use the command word again, or it reaches 0 HP. It is friendly, understands my languages, and obeys my commands.", + descriptionLong : "As an action, I can speak the command word and throw this bronze statuette of a griffon rampant to an unoccupied space within 60 ft, where it becomes a griffon for up to 6 hours, until I use an action to repeat the command word, or it reaches 0 HP. It is friendly to me and my allies, understands my languages, and obeys my spoken commands. If I issue no commands, the creature defends itself but takes no other actions. When it reverts back to a figurine, it can't be used again until 5 days have passed.", + descriptionFull : "This figurine of wondrous power is a bronze statuette of a griffon rampant, small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living griffon. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\n The creature exists for 6 hours. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until 5 days have passed.", usages : 1, recovery : "5 days" }, "ebony fly" : { - rarity: "rare", + rarity : "rare", magicItemTable : "G", - description: "As an action, I can speak the command word and throw this statuette to an unoccupied space within 60 ft, where it becomes a giant fly for up to 12 hours, until I use the command word again, or it reaches 0 HP. It is friendly, understands my languages, obeys my commands, and can be ridden as a mount.", - descriptionLong: "As an action, I can speak the command word and throw this ebony statuette of a horsefly to an unoccupied space within 60 ft, where it becomes a giant fly for up to 12 hours, until I use an action to repeat the command word, or it reaches 0 HP. It is friendly to me and my allies, understands my languages, obeys my spoken commands, and can be ridden as a mount. If I issue no commands, the creature defends itself but takes no other actions. When it reverts back to a figurine, it can't be used again until 2 days have passed.", + description : "As an action, I can speak the command word and throw this statuette to an unoccupied space within 60 ft, where it becomes a giant fly for up to 12 hours, until I use the command word again, or it reaches 0 HP. It is friendly, understands my languages, obeys my commands, and can be ridden as a mount.", + descriptionLong : "As an action, I can speak the command word and throw this ebony statuette of a horsefly to an unoccupied space within 60 ft, where it becomes a giant fly for up to 12 hours, until I use an action to repeat the command word, or it reaches 0 HP. It is friendly to me and my allies, understands my languages, obeys my spoken commands, and can be ridden as a mount. If I issue no commands, the creature defends itself but takes no other actions. When it reverts back to a figurine, it can't be used again until 2 days have passed.", descriptionFull : "This figurine of wondrous power is an ebony statuette carved in the likeness of a horsefly, small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living giant fly and can be ridden as a mount. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\n The creature exists for 12 hours. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until 2 days have passed.", usages : 1, recovery : "2 days" @@ -1963,8 +1963,8 @@ var Base_MagicItemsList = { "golden lions" : { rarity : "rare", magicItemTable : "G", - description: "As an action, I can speak the command word and throw one or both of these gold statuettes to an unoccupied space within 60 ft, where each becomes a lion for up to 1 hour, until I use the command word again, or it reaches 0 HP. They are friendly, understand my languages, and obey my commands.", - descriptionLong: "As an action, I can speak the command word and throw one or both of these gold statuettes of a lion to an unoccupied space within 60 ft, where each becomes a lion for up to 1 hour, until I use an action to repeat the command word, or it reaches 0 HP. They are friendly to me and my allies, understand my languages, and obey my spoken commands. If I issue no commands, they defend themselves but takes no other actions. When a lion reverts back to a figurine, that figurine can't be used again until 7 days have passed.", + description : "As an action, I can speak the command word and throw one or both of these gold statuettes to an unoccupied space within 60 ft, where each becomes a lion for up to 1 hour, until I use the command word again, or it reaches 0 HP. They are friendly, understand my languages, and obey my commands.", + descriptionLong : "As an action, I can speak the command word and throw one or both of these gold statuettes of a lion to an unoccupied space within 60 ft, where each becomes a lion for up to 1 hour, until I use an action to repeat the command word, or it reaches 0 HP. They are friendly to me and my allies, understand my languages, and obey my spoken commands. If I issue no commands, they defend themselves but takes no other actions. When a lion reverts back to a figurine, that figurine can't be used again until 7 days have passed.", descriptionFull : "This figurine of wondrous power is a pair of gold statuettes of lions, small enough to fit in a pocket. If you use an action to speak the command word and throw one or both of the figurines to a point on the ground within 60 feet of you, each figurine becomes a living lion. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\n The creature exists for 1 hour. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until 7 days have passed.", usages : 2, recovery : "7 days" @@ -1972,9 +1972,9 @@ var Base_MagicItemsList = { "ivory goats" : { rarity : "rare", magicItemTable : "G", - description: "As an action, I can speak the command word and throw one or more of these 3 ivory statuettes to an unoccupied space within 60 ft, where each becomes a creature, until I use the command word again, or it reaches 0 HP. They are friendly, understands my languages, and obeys my commands. See Notes page.", - descriptionLong: "As an action, I can speak the command word and throw one or more of these three ivory statuettes of goats to an unoccupied space within 60 ft, where each becomes a creature, until I use an action to repeat the command word, or it reaches 0 HP. They are friendly to me and my allies, understands my languages, and obeys my spoken commands. If I issue no commands, the creature defends itself but takes no other actions. When it reverts back to a figurine, it can't be used again until a certain amount of time has passed. See Notes page for details about each of the statuettes.", - descriptionFull: "This figurine of wondrous power is three ivory statuettes of goats, small enough to fit in a pocket. Each goat looks unique and functions differently from the others. If you use an action to speak the command word and throw one or more of the figurines to a point on the ground within 60 feet of you, each figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\n The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description." + + description : "As an action, I can speak the command word and throw one or more of these 3 ivory statuettes to an unoccupied space within 60 ft, where each becomes a creature, until I use the command word again, or it reaches 0 HP. They are friendly, understands my languages, and obeys my commands. See Notes page.", + descriptionLong : "As an action, I can speak the command word and throw one or more of these three ivory statuettes of goats to an unoccupied space within 60 ft, where each becomes a creature, until I use an action to repeat the command word, or it reaches 0 HP. They are friendly to me and my allies, understands my languages, and obeys my spoken commands. If I issue no commands, the creature defends itself but takes no other actions. When it reverts back to a figurine, it can't be used again until a certain amount of time has passed. See Notes page for details about each of the statuettes.", + descriptionFull : "This figurine of wondrous power is three ivory statuettes of goats, small enough to fit in a pocket. Each goat looks unique and functions differently from the others. If you use an action to speak the command word and throw one or more of the figurines to a point on the ground within 60 feet of you, each figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\n The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description." + "\n \u2022 The goat of traveling can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges." + "\n \u2022 The goat of travail becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed." + "\n \u2022 The goat of terror becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a +1 lance, and the other becomes a +2 longsword. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed.", @@ -2015,18 +2015,18 @@ var Base_MagicItemsList = { "marble elephant" : { rarity : "rare", magicItemTable : "G", - description: "As an action, I can speak the command word and throw this marble statuette to an unoccupied space within 60 ft, where it becomes a elephant for up to 24 hours, until I use the command word again, or it reaches 0 HP. It is friendly, understands my languages, and obeys my commands.", - descriptionLong: "As an action, I can speak the command word and throw this marble statuette of about 4 inches high and long to an unoccupied space within 60 ft, where it becomes a elephant for up to 24 hours, until I use an action to repeat the command word, or it reaches 0 HP. It is friendly to me and my allies, understands my languages, and obeys my spoken commands. If I issue no commands, the creature defends itself but takes no other actions. When it reverts back to a figurine, it can't be used again until 7 days have passed.", - descriptionFull: "This figurine of wondrous power is a marble statuette of about 4 inches high and long, small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living elephant. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\n The creature exists for 24 hours. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until 7 days have passed.", + description : "As an action, I can speak the command word and throw this marble statuette to an unoccupied space within 60 ft, where it becomes a elephant for up to 24 hours, until I use the command word again, or it reaches 0 HP. It is friendly, understands my languages, and obeys my commands.", + descriptionLong : "As an action, I can speak the command word and throw this marble statuette of about 4 inches high and long to an unoccupied space within 60 ft, where it becomes a elephant for up to 24 hours, until I use an action to repeat the command word, or it reaches 0 HP. It is friendly to me and my allies, understands my languages, and obeys my spoken commands. If I issue no commands, the creature defends itself but takes no other actions. When it reverts back to a figurine, it can't be used again until 7 days have passed.", + descriptionFull : "This figurine of wondrous power is a marble statuette of about 4 inches high and long, small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living elephant. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\n The creature exists for 24 hours. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until 7 days have passed.", usages : 1, recovery : "7 days" }, "obsidian steed" : { rarity : "very rare", magicItemTable : "H", - description: "As an action, I can speak the command word and throw this obsidian statuette to an unoccupied space within 60 ft, where it becomes a nightmare for up to 24 hours, until it reaches 0 HP, or I use the command word again. It is friendly, understands my languages, and obeys my commands. See Notes page.", - descriptionLong: "As an action, I can speak the command word and throw this polished obsidian statuette of an horse to an unoccupied space within 60 ft, where it becomes a nightmare for up to 24 hours, until I use an action to repeat the command word, or it reaches 0 HP. It is friendly to me and my allies, understands my languages, and obeys my spoken commands. If I issue no commands, the creature defends itself but takes no other actions. It only fights to defend itself. When it reverts back to a figurine, it can't be used again until 5 days have passed. See Notes page for more details.", - descriptionFull: "This figurine of wondrous power is a polished obsidian statuette of a horse, small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living nightmare. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\n The creature exists for 24 hours. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until 5 days have passed." + + description : "As an action, I can speak the command word and throw this obsidian statuette to an unoccupied space within 60 ft, where it becomes a nightmare for up to 24 hours, until it reaches 0 HP, or I use the command word again. It is friendly, understands my languages, and obeys my commands. See Notes page.", + descriptionLong : "As an action, I can speak the command word and throw this polished obsidian statuette of an horse to an unoccupied space within 60 ft, where it becomes a nightmare for up to 24 hours, until I use an action to repeat the command word, or it reaches 0 HP. It is friendly to me and my allies, understands my languages, and obeys my spoken commands. If I issue no commands, the creature defends itself but takes no other actions. It only fights to defend itself. When it reverts back to a figurine, it can't be used again until 5 days have passed. See Notes page for more details.", + descriptionFull : "This figurine of wondrous power is a polished obsidian statuette of a horse, small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living nightmare. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\n The creature exists for 24 hours. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until 5 days have passed." + "\n The nightmare fights only to defend itself.\n If you have a good alignment, the figurine has a 10% chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form.", usages : 1, recovery : "5 days", @@ -2038,27 +2038,27 @@ var Base_MagicItemsList = { "onyx dog" : { rarity : "rare", magicItemTable : "G", - description: "As an action, I can speak the command word and throw this statuette to an unoccupied space within 60 ft, where it becomes a mastiff for up to 6 hours, until I use the command word again, or it reaches 0 HP. It has 60 ft darkvision, see invisible out to 60 ft, is friendly, understands me, and obeys my commands.", - descriptionLong: "As an action, I can speak the command word and throw this onyx statuette to an unoccupied space within 60 ft, where it becomes a mastiff for up to 6 hours, until I use an action to repeat the command word, or it reaches 0 HP. It has Intelligence 8, speaks common, darkvision out to 60 ft and can see invisible creatures and objects out to that same range. It is friendly to me and my allies, understands my languages, and obeys my spoken commands. If I issue no commands, the creature defends itself but takes no other actions. When it reverts back to a figurine, it can't be used again until 7 days have passed.", - descriptionFull: "This figurine of wondrous power is an onyx statuette of a dog, small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living mastiff. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n The mastiff has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet and can see invisible creatures and objects within that range. It is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\n The creature exists for 6 hours. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until 7 days have passed.", + description : "As an action, I can speak the command word and throw this statuette to an unoccupied space within 60 ft, where it becomes a mastiff for up to 6 hours, until I use the command word again, or it reaches 0 HP. It has 60 ft darkvision, see invisible out to 60 ft, is friendly, understands me, and obeys my commands.", + descriptionLong : "As an action, I can speak the command word and throw this onyx statuette to an unoccupied space within 60 ft, where it becomes a mastiff for up to 6 hours, until I use an action to repeat the command word, or it reaches 0 HP. It has Intelligence 8, speaks common, darkvision out to 60 ft and can see invisible creatures and objects out to that same range. It is friendly to me and my allies, understands my languages, and obeys my spoken commands. If I issue no commands, the creature defends itself but takes no other actions. When it reverts back to a figurine, it can't be used again until 7 days have passed.", + descriptionFull : "This figurine of wondrous power is an onyx statuette of a dog, small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living mastiff. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n The mastiff has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet and can see invisible creatures and objects within that range. It is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\n The creature exists for 6 hours. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until 7 days have passed.", usages : 1, recovery : "7 days" }, "serpentine owl" : { rarity : "rare", magicItemTable : "G", - description: "As an action, I can speak the command word and throw this statuette to an unoccupied space within 60 ft, where it becomes a giant owl for up to 8 hours, until I use the command word again, or it reaches 0 HP. It is friendly, can convers telepathically with me, understands my languages, and obeys my commands.", - descriptionLong: "As an action, I can speak the command word and throw this serpentine statuette to an unoccupied space within 60 ft, where it becomes a giant owl for up to 8 hours, until I use an action to repeat the command word, or it reaches 0 HP. It is friendly to me and my allies, understands my languages, and obeys my spoken commands. As long as it is on the same plane of existence, it can communicate telepathically with me. If I issue no commands, the creature defends itself but takes no other actions. When it reverts back to a figurine, it can't be used again until 2 days have passed.", - descriptionFull: "This figurine of wondrous power is a serpentine statuette of an owl, small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living giant owl. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. It can telepathically communicate with you at any range if you and it are on the same plane of existence. If you issue no commands, the creature defends itself but takes no other actions.\n The creature exists for 8 hours. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until 2 days have passed.", + description : "As an action, I can speak the command word and throw this statuette to an unoccupied space within 60 ft, where it becomes a giant owl for up to 8 hours, until I use the command word again, or it reaches 0 HP. It is friendly, can convers telepathically with me, understands my languages, and obeys my commands.", + descriptionLong : "As an action, I can speak the command word and throw this serpentine statuette to an unoccupied space within 60 ft, where it becomes a giant owl for up to 8 hours, until I use an action to repeat the command word, or it reaches 0 HP. It is friendly to me and my allies, understands my languages, and obeys my spoken commands. As long as it is on the same plane of existence, it can communicate telepathically with me. If I issue no commands, the creature defends itself but takes no other actions. When it reverts back to a figurine, it can't be used again until 2 days have passed.", + descriptionFull : "This figurine of wondrous power is a serpentine statuette of an owl, small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living giant owl. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. It can telepathically communicate with you at any range if you and it are on the same plane of existence. If you issue no commands, the creature defends itself but takes no other actions.\n The creature exists for 8 hours. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until 2 days have passed.", usages : 1, recovery : "2 days" }, "silver raven" : { rarity : "uncommon", magicItemTable : "F", - description: "As an action, I can speak the command word and throw this silver statuette to an unoccupied space within 60 ft, where it becomes a raven for up to 12 hours, until I use the command word again, or it reaches 0 HP. It is friendly, understands my languages, and obeys my commands.", - descriptionLong: "As an action, I can speak the command word and throw this silver statuette to an unoccupied space within 60 ft, where it becomes a raven for up to 12 hours, until I use an action to repeat the command word, or it reaches 0 HP. It is friendly to me and my allies, understands my languages, and obeys my spoken commands. While in raven form, the figurine allows me to cast Animal Messenger on it at will. If I issue no commands, the creature defends itself but takes no other actions. When it reverts back to a figurine, it can't be used again until 2 days have passed.", - descriptionFull: "This figurine of wondrous power is as sliver statuette of a raven, small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living raven. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\n The creature exists for 12 hours. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until 2 days have passed.\n While in raven form, the figurine allows you to cast the Animal Messenger spell on it at will.", + description : "As an action, I can speak the command word and throw this silver statuette to an unoccupied space within 60 ft, where it becomes a raven for up to 12 hours, until I use the command word again, or it reaches 0 HP. It is friendly, understands my languages, and obeys my commands.", + descriptionLong : "As an action, I can speak the command word and throw this silver statuette to an unoccupied space within 60 ft, where it becomes a raven for up to 12 hours, until I use an action to repeat the command word, or it reaches 0 HP. It is friendly to me and my allies, understands my languages, and obeys my spoken commands. While in raven form, the figurine allows me to cast Animal Messenger on it at will. If I issue no commands, the creature defends itself but takes no other actions. When it reverts back to a figurine, it can't be used again until 2 days have passed.", + descriptionFull : "This figurine of wondrous power is as sliver statuette of a raven, small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living raven. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\n The creature exists for 12 hours. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until 2 days have passed.\n While in raven form, the figurine allows you to cast the Animal Messenger spell on it at will.", usages : 1, recovery : "2 days", spellcastingBonus : { diff --git a/_variables/ListsSpells.js b/_variables/ListsSpells.js index 1112d9dc..3f070c16 100644 --- a/_variables/ListsSpells.js +++ b/_variables/ListsSpells.js @@ -423,7 +423,7 @@ var Base_SpellsList = { components : "V,S", duration : "1 min (D)", description : "50% chance every turn to travel to Ethereal Plane and return to an empty space within 10 ft next turn", - descriptionFull : "Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of you next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action." + "\n " + "While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creature that aren't there can't perceive you or interact with you, unless they have the ability to do so." + descriptionFull : "Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action." + "\n " + "While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so." }, "blur" : { name : "Blur", diff --git a/additional content syntax/weapon (WeaponsList).js b/additional content syntax/weapon (WeaponsList).js index 9c76967e..5affe933 100644 --- a/additional content syntax/weapon (WeaponsList).js +++ b/additional content syntax/weapon (WeaponsList).js @@ -378,6 +378,37 @@ WeaponsList["sword of purple"] = { Weapons added by magic items using the 'weaponOptions' attribute will always have this attribute added and set to 'true'. + Setting this to false is the same as not including this attribute. +*/ + isNotWeapon : true, +/* isNotWeapon // OPTIONAL // + TYPE: boolean + USE: whether (false) or not (true) this attack is counted as a weapon + ADDED: v13.1.8 + + Normally, the sheet sees everything as a weapon, except those with a `type` attribute + that includes either the words "spell" or "cantrip", which are set to be a spell. + Something that is a weapon is automatically either a ranged or a melee weapon. + Something can be both a spell and a weapon (by using the `SpellsList` attribute below and + setting the `type` attribute to something else then "Spell" or "Cantrip"). + + If this attribute is set to `true`, the sheet will make sure the attack is not considered + a weapon. + In doing so, the attack can still be considered a spell. + The attack can also be considered neither a spell nor a weapon. + This is used, for example, for the attacks made with adventuring gear: + - Alchemist Fire + - Vials of Acid + - Holy Water + - Burning Torch + + This attribute only has an effect for attack calculations and features adding text to an + attack's description. For example, Sneak Attack requires the attack to be made with a + ranged weapon. + + See also the `calcChanges` attribute in "_common attributes.js", and specifically the + atkAdd and atkCalc sub-attributes. + Setting this to false is the same as not including this attribute. */ isAlwaysProf : true,