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