By the way 'EldritchKnight' and 'ArcaneTrickster' are not considered 'class' in the code, so the scaling won't affect them, it's fixable by using 'Fighter' and 'Rogue' instead and puting 4 on the spellcasting line in their classdescription file
By the way 'EldritchKnight' and 'ArcaneTrickster' are not considered 'class' in the code, so the scaling won't affect them, it's fixable by using 'Fighter' and 'Rogue' instead and puting 4 on the spellcasting line in their classdescription file
What file are you specifically referring to as the class description file ? The lua file that comes with this mode ? And why exactly you put number 4 in that file ?
Can we have a version that the damage scaling feature is always on both the enemy and the characters we control? or if author gives permission could someone point out what changes can be done to the lua script to achive that ?
I love this mod, but I want to know if it's possible to exclude Magic Missile from the passive data. First off, I don't know how to write the code for passives in mods, but I understand the logic for coding and what's going on here since I extracted the .pak file. Does anyone know if this is possible?
Here is part of the code in the mod is shown below. There are a lot of IF and OR conditions for different classes, but here is what it looks like: data "Boosts" "IF((IsCantrip() or IsSpell()) and (ClassLevelHigherOrEqualThan(1,'Bard') or ...
Here is the logic I'd like to add: data "Boosts" "IF((IsCantrip() or (IsSpell() and isnotmagicmissile())) and (ClassLevelHigherOrEqualThan(1,'Bard') or...
Obviously I'd want this condition for each class that can cast magic missile, but I don't know if it's even possible to do that here. I imagine "IsCantrip()" and "IsSpell()" are predefined conditions. I don't know if there is a similar call out for Magic Missile.
Anyone know how you might be able to go about doing this?
It's a pity that this mod isn't updated to the latest patch or just have a json file for compatibility. As such, I wasn't able to get it to work with the rebalanced spells mods without the game becoming unplayably unstable.
Thanks for the mod, I really love it on my sorc mage, double the damage :))
I wanted to ask, was the spellcasting modifier always added only after combat start? as in if I attack a neutral target it does base damage only? I might not have noticed it before but i could have sworn the damage was added when attacking neutrals before. Did I install it wrong this time?
edit: I think I managed to make it permanent by extracting the mod files and replacing combat ended 1 to 0 so it doesn't disable anymore. Thanks again for the mod!
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number 4 in that file ?
or if author gives permission could someone point out what changes can be done to the lua script to achive that ?
edit: still works for me even with elemental spells mod. I don't use 5e spells mod though.
Here is part of the code in the mod is shown below. There are a lot of IF and OR conditions for different classes, but here is what it looks like:
data "Boosts" "IF((IsCantrip() or IsSpell()) and (ClassLevelHigherOrEqualThan(1,'Bard') or ...
Here is the logic I'd like to add:
data "Boosts" "IF((IsCantrip() or (IsSpell() and isnotmagicmissile())) and (ClassLevelHigherOrEqualThan(1,'Bard') or...
Obviously I'd want this condition for each class that can cast magic missile, but I don't know if it's even possible to do that here. I imagine "IsCantrip()" and "IsSpell()" are predefined conditions. I don't know if there is a similar call out for Magic Missile.
Anyone know how you might be able to go about doing this?
I wanted to ask, was the spellcasting modifier always added only after combat start? as in if I attack a neutral target it does base damage only? I might not have noticed it before but i could have sworn the damage was added when attacking neutrals before. Did I install it wrong this time?
edit: I think I managed to make it permanent by extracting the mod files and replacing combat ended 1 to 0 so it doesn't disable anymore. Thanks again for the mod!