I've got it : Programatically adding spells to a class for UA Class Variants
Okay, thinking about how to add the expanded spell list for the UA Class Variants, I tried to use ExtendThing which was less than ideal. I decided to see how other options did it.
Enter the Stone Magic Sorcerous Origin from UA. It adds a bunch of non-sorcerer spells. So following its lead I added this code: Code:
<document signature="Hero Lab Data"> There appears to be a limit to nested if statements, so that's why the last two spell levels are checked in a separate if statement. But I think I have it!!!! |
Fixed in my second bit of code below. |
Actually, it's even easier than that.
Code:
<?xml version="1.0" encoding="UTF-8"?> |
Awesome work so far! I haven't had a chance to put it into HL and play around with it, but I think you've got this covered!
I've been messing with ways to get the variant features in. I've landed on a working solution for many of the options. Players will need to select an adjustment for their class. The adjustment calls up a configurable for that class's features. Users can select any or all of their available variant features from a list. The problems will come in whether or not those individual abilities can do what they're supposed to, especially when they're replacing existing features. But we'll have to take those on a case-by-case basis. The other things, like new Warlock Invocations, Fighting Styles, etc. will all be available as long as the user has selected the Class Feature Variant source. They'll just show up as new options for those features, and can be ignored if necessary. |
Quote:
It's when the feature replaces that I was going to try and figure out next. Was going to look into conditional bootstraps but I haven't had the time yet. |
This is truly awesome coding, you've got a pretty good glimpse at playing with spells there.
I have a suggestion for the Community Pack - like Eldritch Knights are supposed to only be able to pick abjuration/evocation spells initially (at least till level 8). You could add something like the following to enforce that by modifying the code you posted: Code:
doneif (tagis[Helper.ShowSpec] = 0) |
this is awesome work!
|
May I see?
Quote:
|
Here's the relevant stuff I have. It has everything that's relevant to the Bard with placeholders for each ability/feature.
Personally, I think sticking to 1 single CFV source and controlling the addition of the features through an adjustment -> configurable is the cleanest implementation. I mentally groan every time I see how bloated out our configure hero screen already is. I'm going to take a stab at adding your code in for the Bard expanded spell list. Code:
<thing id="p5CCFVBrd" name="Class Feature Variants - Bard" compset="InPlay"> |
Thanks Fenris, I'll try to use what you did for the Sorcerer.
As you can probably tell, it's what I am currently playing so I tend to scratch those itches first. As far as combining it into a single source, that's probably the best choice and I bow to your knowledge. I was just happy I figured out how to make subheadings and selectable options in Configure Hero. :D |
All times are GMT -8. The time now is 08:02 AM. |
Powered by vBulletin® - Copyright ©2000 - 2024, vBulletin Solutions, Inc.
wolflair.com copyright ©1998-2016 Lone Wolf Development, Inc. View our Privacy Policy here.