Ascension64 Posted October 29, 2011 Share Posted October 29, 2011 In short, I'm being very lazy about a bug reported in BGT-WeiDU. That is, starting a new mage in SoA leaves the character with very few known spells. I was wondering whether L1NPC has any code about picking known spells that I might be able to ungracefully pilfer. I don't need anything fancy, just something to get back to the equivalent of 89000 XP worth of known spells, which really is (7/6/5/(5 if single class) +1 (if specialised)). Link to comment
Miloch Posted October 29, 2011 Share Posted October 29, 2011 There is some pretty cumbersome code around line 3350 in the tp2, after "// add wizard spells". The funny thing is, I don't think most of it ever really gets executed - at least not past level 1, since by definition, the mod resets NPCs to level 1 and the player gets to choose spells when they level up the mages after they join the party. (At least I think that's how it works - I don't play mages that often.) Note that this probably only works for vanilla spells. If someone has spell-adding or -changing mods, it won't account for those spells. It could in theory, but that's something I didn't really want to mess with. Probably not much of an issue for BGT as it gets installed early. L1NPCs uses a slightly more dynamic approach for innate abilities (under the section around line 4820 "// rebuild class/kit abilities"). But those are defined in the kit tables, so it can figure those out more easily. Link to comment
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