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Advancement Type: Item Choice #1401
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… this advancement's data
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…h dropping existing items, localize chosen text
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…ding to higher levels
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… even when items are dropped
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…ass features that are no longer necessary
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…& ItemChoice advancements
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…spell level restriction
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This advancement type is designed for any feature that gives the player a choice of options to add to their character at a certain level. This covers features with a limited set of options such as Fighting Style and more open ended features such as Magical Secrets.
Level Up Interface
If a limited pool of options are provided, the interface will present the list with checkboxes so the player can select which options they would like. If any arbitrary items can be added, then the player is presented with a drop area where items can be dragged from the items sidebar or a compendium. Both a list of items and the drop area can be used at the same time.
It should be clear how many choices are available (Fighting Style only allows one, Magical Secrets lets you take two, etc.).
Configuration
The
hint
string is a brief bit of text to assist players in what choices they can make. Typically this will be a portion of the feature's description and shouldn't be more than a single paragraph of one or two sentences.The
choices
object indicates how many choices are available to the player and at which levels. A choice that can be taken only once such as a Fighter's Fighting Style would be simple as{ 1: 1 }
, indicating that player should be presented with choosing a single style at first level. Something like Bard's Magical Secrets which gives the option of choosing two options at levels 10, 14, and 18 is shown below.The boolean
allowDrops
indicates whether the drop area should be shown to the player to allow arbitrary items to be added.Item types can be restricted using the
type
field, which isnull
if any item type is acceptable, or can be set to one of the top-level types (except things like class, subclass, and background).Finally
pool
contains an array of item UUIDs indicating a fixed list of options presented to the player.Value
The value object contains an entry for each level where a choice is offered. Each of these entries is another object containing the ID of the item on the actor as the key and the UUID of the chosen or dropped item as the value.
Future Directions
In the future, this can potentially be tied with a more advanced system for matching item types in compendiums. So the advancement would be able to present a list of all Metamagic options available to the player, regardless of which module introduced them.
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