Senior Member
Join Date: May 2016
Posts: 608
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Has anyone experimented with locking down the Arcane Trickster spell list? The rules state that a majority of the spells are supposed to be enchantment or illusion spells, but the community files don't enforce that. I was debating creating my own version, but the best I can think of is to create a custom ability that appears at the correct levels. Anyone else's input would be welcome.
Like at 3rd level Trickster Spell Ability = 2 dropdowns - both locked to illusion/enchantment. 4th level Trickster Spells = 1 dropdown locked to illusion/enchantment 7th level Trickster Spells = 1 dropdown locked to illusion/enchantment 8th level Option Spell = 1 spell 10th level Trickster Spell = 1 spell (ill/ench) 11th level Trickster Spell = 1 spell (ill/ench) My code for the dropdown (which works), just trying to figure out if I can remove the possibility of duplicates. The script expects abValue to be set to the maximum level of the spell, and if we need to drop down a 2nd choice (which is only valid at 3rd level) it expects abValue2 to be set to 2. Post-level 10000 Code:
doneif (tagis[Helper.ShowSpec] = 0) doneif (tagis[Helper.Disable] <> 0) ~ Check to see if we add two spells ~ Only valid once for arcane trickster at 3rd level. if (field[abValue2].value = 2) then field[usrCandid2].text ="component.BaseSpell & sClass.cHelpWiz & (sSchool.Enchant | sSchool.Illusion) & sLevel.1" endif ~ Now we expand the spell list to the max levels granted in abValue1 if (field[abValue].value = 0) then ~ make sure that there is an abValue field[abValue].value = 1 endif var looper as number var addtext as string looper = 1 addtext = " & (" while (looper <= field[abValue].value) if (looper > 1) then addtext &= " | " endif addtext &= "sLevel." & looper looper += 1 loop addtext &= ")" field[usrCandid1].text = "component.BaseSpell & sClass.cHelpWiz & (sSchool.Enchant | sSchool.Illusion)" & addtext Last edited by dungeonguru; September 29th, 2017 at 07:09 AM. Reason: added some code for thought |
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