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Adding specific spells known at the class level in the editor

Michael_Pensacola

Active member
I'm working on creating a new class that has limited spontaneous casting abilities. I would like for the class to have a specific spell known at different levels, like the sorcerer bloodlines.

I tried creating a special ability that gives bonus spontaneous spells similar to a bloodline and then using a bootstrap to give the new class that special ability, but this didn't seem to do anything.

I'm sure I'm missing something really obvious, so any help or guidance would be appreciated.
 
Did you make sure the special bootstrapping the spells is adding the same tags on the spells as a bloodline?

Each bootstrapped spell should have a BonusSplAt.X tag (where X is the level the spell is added) and a SpellType.cHelpXXX tag (where XXX is the 3 letter abbreviation of your class).
 
Did you make sure the special bootstrapping the spells is adding the same tags on the spells as a bloodline?

Each bootstrapped spell should have a BonusSplAt.X tag (where X is the level the spell is added) and a SpellType.cHelpXXX tag (where XXX is the 3 letter abbreviation of your class).

I did. It's set in the Spontaneous Bonus Spell section of the tab and in the bootstrapping.
 
It should work as long as you've got the correct tags on the spells. Maybe something weird is going down? Why don't you send me your user file so I can take a look. My forum name, at wolflair.com is my e-mail.
 
Alright, first problem I ran into is that the class was throwing all kinds of errors, because you're bootstrapping a custom special ability directly to the class. When you add a custom special ability to the class' table, it forms a linkage to the parent class and uses that for all sorts of behaviours, so bootstrapping it directly isn't giving the spells the correct information to determine if they're shown.

Instead, what I'd recommend is making this ability a class special instead, bootstrap your spells to that class special with the tags mentioned in previous posts, and then bootstrap the class ability to the class helper.

The other option would be to rely on the user to add the custom special ability to gain their spells, but that adds an extra step and means you'd have to muck about with the rate Custom Abilities are gained. I think it's simpler to delete the custom ability and just use the class special instead.

A couple notes: I saw that you'd bootstrapped a copy of the Custom Ability to the Class Level as well. The only thing the Class Level ever should bootstrap is it's associated Class Helper, so make sure you clear that off.

Unique IDs are very important. I'd recommend you follow our precedent of Capitalizing at least the first letter of the class' abbreviation. This is ultimately a style thing, but in my opinion, "cHelpSpT" is clearer than "cHelpspt".

Hope that helps.
 
Alright, first problem I ran into is that the class was throwing all kinds of errors, because you're bootstrapping a custom special ability directly to the class. When you add a custom special ability to the class' table, it forms a linkage to the parent class and uses that for all sorts of behaviours, so bootstrapping it directly isn't giving the spells the correct information to determine if they're shown.

Instead, what I'd recommend is making this ability a class special instead, bootstrap your spells to that class special with the tags mentioned in previous posts, and then bootstrap the class ability to the class helper.

The other option would be to rely on the user to add the custom special ability to gain their spells, but that adds an extra step and means you'd have to muck about with the rate Custom Abilities are gained. I think it's simpler to delete the custom ability and just use the class special instead.

A couple notes: I saw that you'd bootstrapped a copy of the Custom Ability to the Class Level as well. The only thing the Class Level ever should bootstrap is it's associated Class Helper, so make sure you clear that off.

Unique IDs are very important. I'd recommend you follow our precedent of Capitalizing at least the first letter of the class' abbreviation. This is ultimately a style thing, but in my opinion, "cHelpSpT" is clearer than "cHelpspt".

Hope that helps.


Thank you for your help, I'll make these changes and see if that works.
 
Alright, first problem I ran into is that the class was throwing all kinds of errors, because you're bootstrapping a custom special ability directly to the class. When you add a custom special ability to the class' table, it forms a linkage to the parent class and uses that for all sorts of behaviours, so bootstrapping it directly isn't giving the spells the correct information to determine if they're shown.

Instead, what I'd recommend is making this ability a class special instead, bootstrap your spells to that class special with the tags mentioned in previous posts, and then bootstrap the class ability to the class helper.

The other option would be to rely on the user to add the custom special ability to gain their spells, but that adds an extra step and means you'd have to muck about with the rate Custom Abilities are gained. I think it's simpler to delete the custom ability and just use the class special instead.

A couple notes: I saw that you'd bootstrapped a copy of the Custom Ability to the Class Level as well. The only thing the Class Level ever should bootstrap is it's associated Class Helper, so make sure you clear that off.

Unique IDs are very important. I'd recommend you follow our precedent of Capitalizing at least the first letter of the class' abbreviation. This is ultimately a style thing, but in my opinion, "cHelpSpT" is clearer than "cHelpspt".

Hope that helps.

That worked perfectly, thank you again for your help.
 
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