neuronek wrote: ↑Thu Oct 15, 2020 7:45 pm
Hmm I tried:
ApplyStatus(Proficiency(HeavyArmor),100,-1)
ApplyStatus(SELF,Proficiency(HeavyArmor),-1)
Still no go
Other ideas ?
Add this to the Passive.txt file:
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new entry "R_Professional"
type "PassiveData"
data "DisplayName" "Passive_Background_FolkHero_DisplayName"
data "Boosts" "Tag(COMPREHEND_LANGUAGES);Tag(DETECTTHOUGHTS);Tag(PETPAL);ProficiencyBonus(Skill,Athletics);ProficiencyBonus(Skill,Acrobatics);ProficiencyBonus(Skill,Stealth);ProficiencyBonus(Skill,SleightOfHand);ProficiencyBonus(Skill,Arcana);ProficiencyBonus(Skill,History);ProficiencyBonus(Skill,Investigation);ProficiencyBonus(Skill,Nature);ProficiencyBonus(Skill,Religion);ProficiencyBonus(Skill,AnimalHandling);ProficiencyBonus(Skill,Insight);ProficiencyBonus(Skill,Medicine);ProficiencyBonus(Skill,Perception);ProficiencyBonus(Skill,Survival);ProficiencyBonus(Skill,Deception);ProficiencyBonus(Skill,Intimidation);ProficiencyBonus(Skill,Performance);ProficiencyBonus(Skill,Persuasion)"
And this is in the section:
in the Character.txt file, and you will be happy.
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data "Passives" "AttackOfOpportunity;Backstab;DarknessRules;ShortResting;R_Professional"
data "Proficiency Group" "SimpleWeapons;MartialWeapons;MediumArmor;HeavyArmor;LightArmor;Shields"
By the way, this can also be done, use in the text above.
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ProficiencyBonus(Skill,SimpleWeapons)
Сan be added below, and then happiness will increase 50 times)
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data "DefaultBoosts" "ProficiencyBonusOverride(50)"
By the way, this is also highly recommended to try, I assure you will like it, removes all restrictions!
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ActionResource(SpellSlot,1,3);//maybe not, but just in case, let it be
ActionResourceConsumeMultiplier(SpellSlot,0,1);
ActionResourceConsumeMultiplier(SpellSlot,0,2);
ActionResourceConsumeMultiplier(SpellSlot,0,3);
ActionResourceConsumeMultiplier(ActionPoint,0,0);
ActionResourceConsumeMultiplier(BonusActionPoint,0,0);
ActionResourceConsumeMultiplier(Movement,0,0);
Using with the condition .. I hope to find the player's mark, but for now I'm doing the opposite ..
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IF(not Tagged('ASTARION', context.Source)):CharacterWeaponDamage(100);
Last things are added to