[Not an issue] 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 * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
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"The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it." -Terry Pratchett
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