Scripting Hard-Coded Class Features
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Member Posts: 18
I've been having fun playing around with new kits, spells, and items in DLTCEP, but I've run into a problem that it seems only scripting can solve. I looked up scripting tutorials and learned a few things, but not specifically how to do what I want, so I'm asking for assistance here. Basically, I want to give the monk fist progression to a non-monk kit in a way that will persist through reloading saves. As I understand it, it would have "myself" as the object, "level" as trigger, and would... somehow then give your character opcode 143 with a value of 10 to replace the fist. I've never been a programmer, and I'm very lost. Please help!
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This 10 years old one for instance should still be mostly accurate but there has to be more recent ones out there : http://forums.gibberlings3.net/index.php?showtopic=584
Basically the CLABxxxx.2DA file related to your kit dictates what effects (or innates) it gains as it levels up, you just have to create the spell with permanent effects to be applied.
I'd try simulating the fists with another weapon that evolves with levels. Like if it's a kit for the player you'd put them in their inventory at the start of the game through area script while the evolution is done from baldur.bcs; otherwise for a recruitable npc you could lock the weapon slot while its own script deals with the weapon evolution? Ideas~