Two Kit Questions
Twani
Member Posts: 640
These are relatively simple is it possible or not.
A) Let's say I want to make, oh, a cleric kit that allows swords (around a quarter of the PNP ones actually do, so I don't feel too bad about this). I know I can just go through and allow every sword to be usable by this kit. My question is about mod added swords, added by any of the billion item packs out there. Is there a way to script it so that all swords are automatically allowed by this kit, or would each item pack have to be done separately, adding a lot to the workload and potentially breaking the game depending on who installed what?
Is it possible to allow bonuses when casting certain spells? Let's say I'm making a Fire Elementalist kit. Could I go through and allow +1 caster level when casting fireball or flame arrow, or -1 to casting speed, or something of that sort? Or is that a hardcoded thing?
I have no experience with kits, so these are just idle thoughts. 'Are they possible or not' thoughts.
A) Let's say I want to make, oh, a cleric kit that allows swords (around a quarter of the PNP ones actually do, so I don't feel too bad about this). I know I can just go through and allow every sword to be usable by this kit. My question is about mod added swords, added by any of the billion item packs out there. Is there a way to script it so that all swords are automatically allowed by this kit, or would each item pack have to be done separately, adding a lot to the workload and potentially breaking the game depending on who installed what?
Is it possible to allow bonuses when casting certain spells? Let's say I'm making a Fire Elementalist kit. Could I go through and allow +1 caster level when casting fireball or flame arrow, or -1 to casting speed, or something of that sort? Or is that a hardcoded thing?
I have no experience with kits, so these are just idle thoughts. 'Are they possible or not' thoughts.
1
Comments
I don't know, but now I'm curious too.