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Multiclass attribute override issues #83
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Thanks for this detailed feedback. I should be able to do something about (2), and maybe when I have some time I'll look into (1) but it will probably be a little while. Feel free to submit a PR for 3-5? |
I have resolved issue 1 for multi-class Monk at this point, at least for everything I've tested against it so far. Digging into issue 2, it looks to be an artifact of the form-fill on the blank-character-sheet-default.pdf but I haven't found a good .pdf editor yet (without access to Acrobat). In line with issue 2, I would like to have more than 3 weapon options listed in the Attacks and Spellcasting block. I extended the length of the list in make_sheets.py to match my character weapons list, but without fields to populate in the .pdf template nothing shows up. If you have any recommendations, I'd be happy to clean these up as well. Not a significant issue, but Bard and Monk both use a 1d8 Hit Die. After Multiclassing, it lists as 1d8 + 1d8 rather than 2d8. I have not investigated this yet to see how difficult it would be to rectify. Also not a significant issue, but the weapon fields don't compress/change font size when they exceed the form bounds like the background text fields or Speed do. Quarterstaff doesn't fit. I just shortened the name in weapons.py to Staff (keeping the class name as Quarterstaff to avoid changing all the other references) as I expect this is also an artifact of the .pdf template. I'm still pretty new to github, so I'll need to do some research on how to properly submit the PR for my changes. I probably won't get that submitted until next week sometime. Ideally, I'd like to further validate my code and make sure it covers more cases that my immediate requirement so that it's more beneficial to your long-term project. Cheers! Yell if you'd like to see my code before I figure out how to run the PR. |
Oh for some reason I had it in my head that (2) was about the LaTeX rendering. Yeah I tried digging into the PDF field flags once to enable rich text and got dizzy. Good luck with that one. I made the hitdice thing a separate issue so it doesn't get lost in the comments. I think you're right about the quarterstaff thing, though if I remember right those names get used in the character generator menu, so if they don't match the class name things break. Maybe check that though? It's been a while since I've used the character generator. |
For (1) the following seems to work:
I'm not 100% sure, but can provide a patch if others think so too. In any case, this does have the desired effect for the Cleric (5) / Monk (2) Tabaxi that I just created :-) |
Perhaps HeavyPunch ought not to be included in the above patch... Or maybe it should on second thought... |
Various unarmed weapons were listed as MeleeWeapon, that is, HeavyPunch, Talons, Bite and Claws. This caused Monk dexterity bonuses not to be applied to these weapons. Make them class Unarmed instead. This fixes canismarko#83
First of all, thank you for such a complete system, but I'm afraid my first test character was doomed to break it as all users tend to do. So far, I've been able to correct a few of the issues, but I've been unable to figure these out. I'm working with a Lizardfolk Bard 1 / Monk 1 here so don't feel bad about not expecting these triggers.
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