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Manually Specified Class.txt

Discussion in 'General Discussion' started by cranerat, Jul 25, 2017.

  1. cranerat

    cranerat Member

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    For spells available, spells per day and spells known lists for character classes can you go above lvl 20 and have them show up? In previous versions I had to stop at lvl 20 for spell casters because going above that level would blank out the spell lists. I would have to add another "Class" of "Spellcaster Class (Epic)" to get it to modify the spell levels and spells per day. And it never was completely accurate.

    Also, I am making an assumption here;
    a. Spells Available is the spell list of the spells a caster can know?

    b. Spells per day I assume is the same syntax as before "##PerDay3=4|4|3|2" - (Lvl 0|1st|2nd|3rd)?

    c. and Spells known is another numeric list for spontaneous casters with limited spell access?

    Thanks guys.
     
  2. Wesley Gorby

    Wesley Gorby Production/Community Manager
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    I don't believe any of those behaviors have changed, you are correct. Though, the general format (new syntax items) of the file has changed quite a lot.
     
  3. cranerat

    cranerat Member

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    Armor= <Armor's by name or weight the class can use?>
    Weapon= <The list of weapons or Feats the class can use? Or both?>
    Tools= ?
    Intuitively I am guessing the "Features=" Special abilities the class gets at that level?

    Is there any document that explains all the entries yet?
     
  4. Wesley Gorby

    Wesley Gorby Production/Community Manager
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    There currently is not. We're holding off on that portion, as fairly shortly, classes.txt is going away and will be fully incorporated into the program (class editor in app).
     
  5. Wesley Gorby

    Wesley Gorby Production/Community Manager
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    Armor, Weapon & Tools correspond to things in the Item Library, So if a character get x & Y from their background or what not and you have X & Y in the item library, it will auto give those items to that class.

    Features= is connected to Traits and gives said traits at the indicated levels.
     
  6. cranerat

    cranerat Member

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    So then if I convert the 80 odd classes and prestige classes I have in my current "Classes.txt" to 3.7.1 build, this is going to be replaced again? Will we be able to add classes and modify them as we are currently?
     
  7. Wesley Gorby

    Wesley Gorby Production/Community Manager
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    Not as we 'currently are' no (file is going away), the new in app editor will allow you to create and modify class entries. This will remove the necessity to close D20PRO work on the classes.txt file and then reopen D20PRO, test -- rinse repeat reuse. It'll all be done seamless in app.
     
  8. cranerat

    cranerat Member

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    Ahh, Ok. Understood. That did get to be a pain at times. But also caused me to prepare the classes before hand and rarely had to amend the classes files unless a spell was missing or didn't display from the spells known tables correctly.
     
  9. cranerat

    cranerat Member

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    Your statement above: "Armor, Weapon & Tools correspond to things in the Item Library, So if a character get x & Y from their background or what not and you have X & Y in the item library, it will auto give those items to that class."

    Does this mean if there are any entries in the class, that all characters using that class will automatically be populated with the items in those categories whether the character acquired them or not?
     
  10. Wesley Gorby

    Wesley Gorby Production/Community Manager
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    yes. from what I gather.. I haven't used those elements yet.. and again, it's only for things specific to the class, such as thieves tools for s thief and the like.
     
  11. cranerat

    cranerat Member

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    To me that isn't what should be happening. Those entries to activate the usage of feats or traits to be able to use those items, not "Give" them to characters for free.
     
    Tay-Dor likes this.

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