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• Changed how attack entries are recalculated (e.g. on level change) so that more manual changes are preserved. • Fixed issues with the interaction between attack entries and the cleric 8th-level domain features, Divine Strike, Potent Spellcasting, and Blessed Strikes. • The `calcChanges` for Potent Spellcasting can now be referenced from the built-in variables by using ` GenericClassFeatures["potent spellcasting"].calcChanges`. This allows future changes to be more easily implemented without having to go through add-on scripts. • Changed how recalculation of attack entries work (after a level-up for example) to improve manual changes not being overwritten. However, when a `calcChanges.atkAdd` is added or removed, all attack entries will still be reset to purely what the animation sets. • Fixed issue with certain attack-altering features not working as intended when the required wording was added to an attack without anything in the description field (e.g. “Rage Unarmed Strike” didn’t add Rage bonus damage). • Improved detection (slightly) in the adventuring gear section so that the correct weight is automatically filled out. • Fixed issue with the name in the drop-down box of feats and magic items not updating after selecting one of its variants, i.e. one of the `choices` options (thanks Ratatoskr/Reading Toskr for reporting). • Stuff selected through `chooseGear` is now added to the relevant drop-down box(es) (feature request MFR-149). • `weaponOptions `and `armorOptions` have a new optional attribute, `selectNow`. Setting this to `true` will cause the weapon or armour to be immediately added to the sheet. Thus, a separate `weaponsAdd` or `armorAdd` attribute is no longer necessary. • Edited `weaponsAdd` and `armorAdd` attributes to also allow adding options to the relevant drop-down menus. • Companions now add their attack options to the drop-down boxes of their attack section. • Fixed Eldritch Spear and Repelling Blast not affecting Eldritch Blast if it wasn’t selected as a Warlock cantrip (MBUG-129). • Changed the check for off-hand weapons to also work for ranged weapons (i.e. add the text “off-hand” to a ranged weapon’s name will stop the ability modifier from being added to damage).
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