Looking for some code
Posted 28 October 2011 - 11:13 PM
Posted 29 October 2011 - 09:46 AM
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.
Edited by Miloch, 29 October 2011 - 09:48 AM.
Aurora (new release!) * BG1 NPC * Gnomes * Haiass * Level 1 NPCs * Lost Items * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * In Progress: Adjusted Portraits * DSotSC (Tutu)
Player & Modder Resources
BAM Batcher * Creature Lister * PSPad Highlighters * Tutu/BGT Area Map & List * Tutu Mod List
"Wherefore do ye toil; is it not that ye may live and be happy? And if ye toil only that ye may toil more,
when shall happiness find you?" -H.P. Lovecraft, The Quest of Iranon
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