Our group's consensus is that it is silly to get bloodline spells 3 or so levels after one could cast that level spell... example: Shadow Bloodrager bloodline has Ray of Enfeeblement (a level 1 spell) granted at level 7 even though Bloodrager can cast level 1 spells at 4. So I want to fix this.
I actually went through the editor and made a copy of every Sorcerer and Bloodrager bloodline and corrected the level on the bootstraps then used the Replaces ID field to replace the original bloodline. I'm not finding that this is creating problems with scripts in other places (like the one on the Crossblooded archetype).
So my philosophy has shifted recently to instead of editing objects in the editor, use a mechanic to handle some of these changes. This makes things more compatible because you don't have to reference specific sources (so some of my players who don't have as many books can still use the edits) and saves work in having to edit so many objects. Also means that if LW does updates on those objects, those changes will carry forward.
Anyway, so I now need a mechanic script that can correct these spells to the right level. I started with Bloodrager and came up with the following so far:
This is currently running at Post-attributes 10001, though I'm just guessing. Obviously, I'm posting because it doesn't work. I don't get any compiler errors. After enabling the script, Ray of Enfeeblement still has BonusSplAt.7 (should be 4).
Steps to reproduce:
1) New profile
2) Add level of Bloodrager
3) Switch to Bloodrager tab and add Shadow (or really any bloodline, but note the level 7 spell before making the selection)
4) Develop > Floating Info Windows > Selection Tags
5) Find the level 7 spell for the selected bloodline (for Shadow that is Ray of Enfeeblement)
6) Note BonusSplAt.?
I actually went through the editor and made a copy of every Sorcerer and Bloodrager bloodline and corrected the level on the bootstraps then used the Replaces ID field to replace the original bloodline. I'm not finding that this is creating problems with scripts in other places (like the one on the Crossblooded archetype).
So my philosophy has shifted recently to instead of editing objects in the editor, use a mechanic to handle some of these changes. This makes things more compatible because you don't have to reference specific sources (so some of my players who don't have as many books can still use the edits) and saves work in having to edit so many objects. Also means that if LW does updates on those objects, those changes will carry forward.
Anyway, so I now need a mechanic script that can correct these spells to the right level. I started with Bloodrager and came up with the following so far:
Code:
~ If we aren't Bloodrage, get out now
doneif (hero.tagcount[Classes.Bloodrage] = 0)
foreach pick in hero from BaseSpell where "SpellSort.cHelpBlr"
var newLvl as number
newLvl = eachpick.tagvalue[BonusSplAt.?] - 3
perform eachpick.delete[BonusSplAt.?]
perform eachpick.assignstr["BonusSplAt." & newLvl]
nexteach
This is currently running at Post-attributes 10001, though I'm just guessing. Obviously, I'm posting because it doesn't work. I don't get any compiler errors. After enabling the script, Ray of Enfeeblement still has BonusSplAt.7 (should be 4).
Steps to reproduce:
1) New profile
2) Add level of Bloodrager
3) Switch to Bloodrager tab and add Shadow (or really any bloodline, but note the level 7 spell before making the selection)
4) Develop > Floating Info Windows > Selection Tags
5) Find the level 7 spell for the selected bloodline (for Shadow that is Ray of Enfeeblement)
6) Note BonusSplAt.?