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We have a number of effects for which we filter through the player character's owned items, and not their attacks, such as Runic Weapon, Ghostly Weapon, etc. However, this approach leaves us with a gap when it comes to NPCs, who handle their attacks differently.
We could use an attack filter predicated on the character being an NPC, but that feels like a bandaid to something that maybe ownedItems could handle so that such effects don't have to hold bespoke rule elements for PCs and NPCs.
The text was updated successfully, but these errors were encountered:
We have a number of effects for which we filter through the player character's owned items, and not their attacks, such as Runic Weapon, Ghostly Weapon, etc. However, this approach leaves us with a gap when it comes to NPCs, who handle their attacks differently.
We could use an attack filter predicated on the character being an NPC, but that feels like a bandaid to something that maybe
ownedItems
could handle so that such effects don't have to hold bespoke rule elements for PCs and NPCs.The text was updated successfully, but these errors were encountered: