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22 changes: 11 additions & 11 deletions TabletopTweaks-Reworks/Patches/Trickster.cs
Original file line number Diff line number Diff line change
Expand Up @@ -368,7 +368,7 @@ void PatchTricksterLoreReligion2() {
TricksterLoreReligionTier2Progression.SetDescription(TTTContext, "You now know religion so well that you can use abilities usually reserved for clerics. " +
"You can select two domains. You gain abilities of those domains and can use spells from those domains once per day.\n" +
"Your effective cleric level for the purposes of these domains and spells is equal to your character level, " +
"and your effective wisdom modifer is equal to your mythic rank.");
"and your effective wisdom modifier is equal to your mythic rank.");

DomainMastery.AddPrerequisiteFeature(TricksterLoreReligionTier2Progression, Prerequisite.GroupType.Any);

Expand All @@ -387,7 +387,7 @@ void PatchTricksterLoreReligion3() {
TricksterLoreReligionTier3Selection.AddFeatures(NewContent.Classes.Trickster.TricksterDomains.ToArray());
TricksterLoreReligionTier3Progression.SetDescription(TTTContext, "You now know enough about religion to start your own. You can select two additional domains.\n" +
"Your effective cleric level for the purposes of these domains and spells is equal to your character level, " +
"and your effective wisdom modifer is equal to your mythic rank.");
"and your effective wisdom modifier is equal to your mythic rank.");

DomainMastery.AddPrerequisiteFeature(TricksterLoreReligionTier3Progression, Prerequisite.GroupType.Any);

Expand Down Expand Up @@ -500,8 +500,8 @@ void PatchTricksterPerception3() {
var TricksterPerception3Buff = BlueprintTools.GetModBlueprintReference<BlueprintUnitFactReference>(TTTContext, "TricksterPerception3Buff");

TricksterPerceptionTier3Feature.TemporaryContext(bp => {
bp.SetDescription(TTTContext, "You sight has become so impecable that you can now see how to improve the actions of your allies.\n" +
"All allies within 60 feet of you gain the benifits of your perception tricks.");
bp.SetDescription(TTTContext, "You sight has become so impeccable that you can now see how to improve the actions of your allies.\n" +
"All allies within 60 feet of you gain the benefits of your perception tricks.");
bp.SetComponents();
bp.AddPrerequisiteFeature(TricksterPerceptionTier2Feature);
bp.AddComponent<AddFacts>(c => {
Expand Down Expand Up @@ -536,10 +536,10 @@ void PatchTricksterPersuasion1() {
void PatchTricksterPersuasion2() {
if (TTTContext.Homebrew.MythicReworks.Trickster.IsDisabled("TricksterPersuasion2")) { return; }

TricksterPersuasionTier2Feature.SetDescription(TTTContext, "You are so good at demoralizing your enemies that thier will to hurt you wavers.\n" +
TricksterPersuasionTier2Feature.SetDescription(TTTContext, "You are so good at demoralizing your enemies that their will to hurt you wavers.\n" +
"Enemies affected by your demoralize ability must succeed at a Will saving throw with a DC of 10 + your ranks in Persuasion, " +
"or become staggered for one round. Additionally, when you successfully demoralize an enemy they take an additional penalty " +
"to thier attack and damage rolls equal to 1 + half your mythic rank.");
"to their attack and damage rolls equal to 1 + half your mythic rank.");
TricksterPersuasionTier2Feature.RemoveComponents<AddMechanicsFeature>();
TricksterPersuasionTier2Feature.AddComponent<AddCustomMechanicsFeature>(c => {
c.Feature = CustomMechanicsFeature.TricksterReworkPersuasion2;
Expand All @@ -553,7 +553,7 @@ void PatchTricksterPersuasion3() {
TricksterPersuasionTier3Feature.SetDescription(TTTContext, "You are so good at demoralizing your enemies that they panic and fail to defend themselves.\n" +
"Enemies affected by your demoralize have a 50% chance to attack the nearest target instead of acting normally. " +
"Additionally, when you successfully demoralize an enemy they take an additional penalty " +
"to thier AC and spell resistance equal to your mythic rank, as well as a penalty all saving throws equal to 1 + half your mythic rank.");
"to their AC and spell resistance equal to your mythic rank, as well as a penalty all saving throws equal to 1 + half your mythic rank.");
TricksterPersuasionTier3Feature.RemoveComponents<AddMechanicsFeature>();
TricksterPersuasionTier3Feature.AddComponent<AddCustomMechanicsFeature>(c => {
c.Feature = CustomMechanicsFeature.TricksterReworkPersuasion3;
Expand Down Expand Up @@ -597,7 +597,7 @@ void PatchTricksterStealthAbilityName() {
TricksterStealthTier1AbilityTarget.SetDescription(TTTContext, "You can enter stealth during combat as a move action. " +
"This stealth is not broken by a single enemy detecting you — instead it acts similar to the invisibility spell, " +
"giving you total concealment against all creatures that did not succeed on a Perception check against you.\n" +
"This \"invisibility\" cannot be seen through by divination magic such as true seeing, see invisability, or thoughtsense.");
"This \"invisibility\" cannot be seen through by divination magic such as true seeing, see invisibility, or thoughtsense.");

TTTContext.Logger.LogPatch("Patched", TricksterStealthTier1AbilityTarget);
}
Expand All @@ -620,7 +620,7 @@ void PatchTricksterStealth2() {

TricksterStealthTier2Feature.SetDescription(TTTContext, "You exceed at stealth, fading from sight with your every move. " +
"Your stealth in combat now works more akin to greater invisibility spell effect.\n" +
"This \"invisibility\" cannot be seen through by divination magic such as true seeing, see invisability, or thoughtsense.");
"This \"invisibility\" cannot be seen through by divination magic such as true seeing, see invisibility, or thoughtsense.");
TricksterStealthTier2Buff.AddComponent<AddFacts>(c => {
c.m_Facts = new BlueprintUnitFactReference[] { DivinationImmunityFeature };
});
Expand Down Expand Up @@ -670,7 +670,7 @@ void PatchTricksterTrickery3() {

TricksterTrickeryTier3Feature.SetDescription(TTTContext, "Living creatures are also just complex devices and can also be easily disabled. " +
"You can try to disable them, forcing them to make a Fortitude saving throw (DC 15 + your ranks in Trickery). If the target fails it, it dies. " +
"Addtionally your previous Trickery abilities can now be used as a swift action and at close range instead of touch range.");
"Additionally your previous Trickery abilities can now be used as a swift action and at close range instead of touch range.");
TricksterTrickeryTier3Feature.AddComponent<AutoMetamagic>(c => {
c.m_AllowedAbilities = AutoMetamagic.AllowedType.Any;
c.Metamagic = Metamagic.Quicken | Metamagic.Reach;
Expand Down Expand Up @@ -714,7 +714,7 @@ void PatchTricksterUseMagicDevice2() {
TricksterUseMagicDeviceTier2Feature.SetName(TTTContext, "Use Magic Device 2 rank");
TricksterUseMagicDeviceTier2Feature.SetDescription(TTTContext, "Your mastery of magic items has reached new heights.\n" +
"Wands you use no longer lose charges for use and you can equip any magical items possible, regardless of requirements. " +
"Addtionally you realize that spells may be a bit less magical than you previously thought " +
"Additionally you realize that spells may be a bit less magical than you previously thought " +
"and gain the metamagic Completely Normal Spell");
TricksterUseMagicDeviceTier2Feature.AddComponent<AddFacts>(c => {
c.m_Facts = new BlueprintUnitFactReference[] {
Expand Down