{$lua}
if syntaxcheck then return end
passive = "MAG_Critical_Force_Critical_Passive"
[ENABLE]
AddPassiveToPlayer(passive)
[DISABLE]
RemovePassiveFromPlayer(passive)
After some more testing regarding Nine-Fingers Keene's 3-dagger throwing, I have gotten it working by adding the 3 spells with the below code (one for each throw). But there are some issues I can't quite understand from the code of the abilities. When adding the LOW_Guildhall_ExtraAttack_DaggerSpecialist passive, it reads as if the spell for the first throw will be added to your bar and replaced by the spell for the second and then third after each subsequent throw, but the passive just by itself does not seem to do that, and when you add just the first spell for the throw, it does not replace it with any subsequent throws.
Am I doing something wrong, and if I am, can anyone explain it to me?
No, you're not doing anything wrong. After digging into this, I wonder if a dev just ran out of time and couldn't get the passive (Dagger Specialist) to work properly so they added two new spells to patch the issue allowing them to move onto a higher priority ticket. Nine Fingers uses three versions of the spell (The Blade Least Expected) so she doesn't have to rely on the Dagger Specialist passive whatsoever. These extra spells (_2 and _3) fulfil the flavor text of Dagger Specialist where the passive itself does not.
Because Nine Finger's is an NPC, we wouldn't see her inventory or spellbook without a cheat table. I added her as a companion with the CT so I could control her character and see her inventory (she's also carrying 30+ daggers).
The passive (Dagger Specialist) applies a boost to modify the action point cost of the spell (The Blade Least Expected) down to zero. It does that part fine but since the spell has a "once per turn" constraint the passive's usefulness flops the moment you cast the spell in the first place. I bet it would work as intended if they removed that constraint of the spell. In testing, it worked as long as I kept resetting the spell's cooldown. But better still would be to just add the extra spells (line Nine Fingers) and only add the passive for its visual component.
=====================================================================================================
AddSpell is a better way to CT spells. They'll remain in your spellbook until you remove them:
After some more testing regarding Nine-Fingers Keene's 3-dagger throwing, I have gotten it working by adding the 3 spells with the below code (one for each throw). But there are some issues I can't quite understand from the code of the abilities. When adding the LOW_Guildhall_ExtraAttack_DaggerSpecialist passive, it reads as if the spell for the first throw will be added to your bar and replaced by the spell for the second and then third after each subsequent throw, but the passive just by itself does not seem to do that, and when you add just the first spell for the throw, it does not replace it with any subsequent throws.
Am I doing something wrong, and if I am, can anyone explain it to me?
No, you're doing anything wrong. After digging into this, I wonder if a dev just ran out of time and couldn't get the passive (Dagger Specialist) to work properly so they added two new spells to patch the issue allowing them to move onto a higher priority ticket. Nine Fingers uses three versions of the spell (The Blade Least Expected) so she doesn't have to rely on the Dagger Specialist passive whatsoever. These extra spells (_2 and _3) fulfil the flavor text of Dagger Specialist where the passive itself does not.
Because Nine Finger's is an NPC, we wouldn't see her inventory or spellbook without a cheat table. I added her as a companion with the CT so I could control her character and see her inventory (she's also carrying 30+ daggers).
The passive (Dagger Specialist) applies a boost to modify the action point cost of the spell (The Blade Least Expected) down to zero. It does that part fine but since the spell has a "once per turn" constraint the passive's usefulness flops the moment you cast the spell in the first place. I bet it would work as intended if they removed that constraint of the spell. In testing, it worked as long as I kept resetting the spell's cooldown. But better still would be to just add the extra spells (line Nine Fingers) and only add the passive for its visual component.
Thanks for the clarity regarding this scenario and going into deeper testing to clarify it; it had me baffled for days trying to get it to work properly. In the end I settled for adding the spells.
{$lua}
if syntaxcheck then return end
spell =
{
"Throw_LOW_NineFingers_SneakyDagger",
"Throw_LOW_NineFingers_SneakyDagger_2",
"Throw_LOW_NineFingers_SneakyDagger_3"
}
[ENABLE]
AddSpellToPlayer(spell)
[DISABLE]
RemoveSpellFromPlayer(spell)
I also had noticed that the way I had added the spells wasn't allowing them to stay, and you answered that question before I even got to dig into it. Thanks for helping me with the spell addition technique.
Thanks for the clarity regarding this scenario and going into deeper testing to clarify it; it had me baffled for days trying to get it to work properly. In the end I settled for adding the spells.
I love a good mystery. Always rewarding to use the 'ol cheat table. Not everyone is coming from your level of understanding either so it was certainly refreshing. You provided a buffet of detail to work from so thank you for that.
Thanks for helping me with the spell addition technique.
Of course. In my first table (V4) every single spell code was written in that boost form... I had to go through each one and update for V8. I still use the boost format for certain things. Like if you want to use that Metamagic style "unlock spell variant" you have to boost it. You can also boost spells give to retain their original costs or upcast. The last boost here the boost form of Metamagic: Distant Spell. Playing around with it you can do strange things beyond spells like increase your basic attack range 4x.