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Jan 23 2006, 03:22 PM
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Eminence Grise Machiavelic ![]() Mod Developer Posts: 244 Joined: 12-November 04 From: Monthléry |
... it's possible to use specific effects or scripting actions with a specific kits?
For example: dwarves can't be mage. It's a fact. There is an effect which is described as below QUOTE #72 (0x48) IDS: Set IDS State [72] Parameter #1: IDS Entry Parameter #2: IDS File Description: Alters the IDS state of the targeted creature(s) specified by the 'IDS File' field, to the value specified by the 'IDS Entry' field. Known values for 'IDS File' are: 1 Generic 2 Race 3 Class 4 Specific 5 Gender 6 Alignment Does anybody test it? There are also two scripting actions that might be interesting: QUOTE 156 ChangeClass(O:Object*,I:Value*Class) Changes the class classification of the object to the value specified. The class values are found in Class.ids. IF Global"KR_CLASS_CHANGE","LOCALS",0)< br>THEN RESPONSE #100 SetGlobal"KR_CLASS_CHANGE","LOCALS",1) ChangeClass((),FIGHTER) END So you first change the class of a character. QUOTE 274 AddKit(I:Kit*KIT) This removes the creatures current kit, and then add the specified kit. Abilities from any previous kit are removed. AddKit(0) will remove a creatures current kit. Class restrictions apply for kits. When attempting adding an invalid kit, the existing kit (if any) will be replied. And then you should change the kit and the abilities. But what does it mean by "Class restrictions apply"? Ability scores? That you can't add a wizardslayer kit to a thief? Or true class restrictions, including race? |
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egm Simulating class with kits Jan 23 2006, 03:22 PM
Avenger_teambg Yes, you could make a dwarf mage this way. Jan 26 2006, 07:59 AM
egm
Thankssssssssss :D Jan 26 2006, 08:24 AM![]() ![]() |
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