-
Notifications
You must be signed in to change notification settings - Fork 2
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
[Update] add check to make sure shield ac bonus is only added when one handed weapon is equipped #52
Comments
Oh, and wielder is proficient in shields... |
Im attempting this one but I have a couple of questions...
|
So my thoughts are there are multiple approaches, either we decide for the user how they are going to be using their equipment or we present both sets of data, for example: Character has a staff and a shield -> we force the character to use staff 2-h and disregard shield. I'll let you decide either way if you end up picking this up 👍
You may have to play around and get creative if that doesn't work, always happy to help! |
Added proficiency check in logic |
This is how I added the prof check: DND-Randomised-Character-Creator-WIP/core.js Lines 954 to 968 in 9e2e9b4
|
The proficiency makes sense 🙂 I have no idea how you would solve for the one handed/two handed issue |
@HedgehogHolly I need to sit down and have a proper think about it, but it could be as simple as wrapping the whole statement in another if loop that checks for the 1-h property on the weapon(so the code only executes if a 1-h weapon is present). But that would require adding the 1-h property to all the applicable weapons. The more I think about it as I write I think displaying both sets of infomation is better for the user.
And maybe a refactor is in order to make it clear what the primary weapon is, so split the weapons collection into [primaryWeapon] & [otherWeapons] Lots to think about! |
So after looking at this link Roll20-Weapons If I have read it correctly, any weapon without the two-handed property can be used one-handed. So I think finishing this off this issue will be as simple as adding a check for the two-handed property of the primaryWeapon variable when the AC bonus is being calculated, if it's found don't apply the AC bonus. My recent change to the way inventories are arranged/stored should make this pretty straightforward, what do you think? |
No description provided.
The text was updated successfully, but these errors were encountered: