I'm coming into this late and am missing a lot of details. But one commonality I'm seeing is bgee+sod on Windows 10. I have a windows10system but cannot test until Friday.
@Grammarsalad I am indeed using 0.74a (the latest release according to GitHub). Its getting late enough on end that I can't stick around, but I appreciate all the work you guys are doing. Have a good night!
@Grammarsalad I am indeed using 0.74a (the latest release according to GitHub). Its getting late enough on end that I can't stick around, but I appreciate all the work you guys are doing. Have a good night!
Ok. I'll see if i can figure it out. I can make time now, so I'll do a test install
The new Mystic Warrior class gets no spells. Instead the class gets the deity selection ability, but no valid selections are possible. The Fire Mystic doesn´t get the 7. level (for focus access 6. level) firestorm spell. I don´t know how that is possible. I checked other kits with mayor access (not focus access) to fire (for example Dawnbringer of Lathander) and they get the spell just fine. Shadow Mystics get an innate haste-ability, don´t know if this is intended. Also I don´t see any 4-7. level shadow spells in his spellbook. Maybe the same problem as above (focus access?). Water Mystic the same. Light Mystic is only missing 7. level Sunray spell. Does also have the innate haste-ability.
I like the change you did with the shifting of minor access spells to higher levels.
When I have time I will spot test the HLA-abilities, especially the druid ones.
Edit: A quick test of the elemental transformation HLAs (Arctic Druid, Fire Mystic) confirmed that, after changing back to human form, the character retains the elemental weapon (Air and Fire Elemental, others not checked). Tested at the start of TOB (level up with ee-keeper) with only FnP installed. The rest of the abilities I checked are working, but I will test more thoroughly when I have more time.
Did install, but with a warning on the Sphere system. I can confirm that Focus Access seems broken, Minion of Moander gets a totalt of 3 plant spells (Barkskin,Thorn Spray and Assassin Vines).
The Jungle Druid only seems to get the Wyvern shapeshift and no other. Shades and Contiuency(spelling?) still breaks the game. Earth Elemental transformation also locks the meele weapon to the Elemental ones.
Did install, but with a warning on the Sphere system. I can confirm that Focus Access seems broken, Minion of Moander gets a totalt of 3 plant spells (Barkskin,Thorn Spray and Assassin Vines).
The Jungle Druid only seems to get the Wyvern shapeshift and no other. Shades and Contiuency(spelling?) still breaks the game. Earth Elemental transformation also locks the meele weapon to the Elemental ones.
Contiuency? Is that one of our spells?
I know about Shades...And, I think I know about the others.
I was able to install it, as well. I am doing a trial with Malwarebytes and it seems to think that Weidu is ransomware when installing fnp. Weird...
I did a quick test creating 6 priests in a multiplayer-solo game and the result is: the spheres system is not working.
Here follow the problems:
1) The weapons allowance that I input in the code doesn't work
2) The only spells all the clerics have access are the Universal ones
3) The armor allowance that I input in the code doesn't work
4) The weapon proficiency allowance that I input in the code doesn't work
The game specifics are:
- BGEE+SoD v2.3.67.3 (Steam version)
- Windows 10
- Using the latest F&P version (0.74b)
- Mods that alter clerics that I'm using: Divine Remix (the Cleric Revised component that allows installing other kits), Tweaks v3 (Cleric PnP spell progression), Spells Revision. Installed F&P after those.
- Added kits: Strifleader of Cyric (DR v8), Battleguard of Tempus (DR v8), Nightcloak of Shar (DR v8), Hoodwinker of Baravar (FG_ClericKits), Alaghar of Clangeddin (FG_ClericKits), Undead Redeemer (I Hate Undead Kitpack).
The Weidu log is attached as is the Setup debug for F&P.
How the code was input in every kit follows (notice that FG_Cleric uses the folder !BaseItems instead of Lib):
Taking a look right now (after installing F&P) I see that all those 2da are empty. Just the headers, not a single value input in any row. Is that supposed to work that way?
I'll delete my entire folder and start from zero and see how it behaves. Will let you guys no.
About my questions on the previous post, can I have some hope on the Clangeddin kit?
I can alter the Tempus to let it wear heavy armor, but I have the feeling that adding a new kit on my own would mess everything up.
----------------
Did a test over a clean IWDEE install and after installing the Redeemer, before installing the F&P, all the 2da are indeed empty.
Just notice that in the installation log, FnP is not appending the Redeemer (RAUR) or the Circle Enforcer (RACE).
Defining Faiths and Powers info for kit clabpr01 ... Appending to files ... Appending to files ... Appending to files ... Copying and patching 3 files ...
Defining Faiths and Powers info for kit clabpr02 ... Appending to files ... Appending to files ... Appending to files ... Copying and patching 3 files ...
Defining Faiths and Powers info for kit clabpr03 ... Appending to files ... Appending to files ... Appending to files ... Copying and patching 3 files ...
Defining Faiths and Powers info for kit clabpr04 ... Appending to files ... Appending to files ... Appending to files ... Copying and patching 3 files ...
Defining Faiths and Powers info for kit ohtyr ... Appending to files ... Appending to files ... Appending to files ... Copying and patching 3 files ...
Defining Faiths and Powers info for kit clabdr01 ... Appending to files ... Appending to files ... Appending to files ... Copying and patching 3 files ...
Defining Faiths and Powers info for kit clabdr02 ... Appending to files ... Appending to files ... Appending to files ... Copying and patching 3 files ...
Defining Faiths and Powers info for kit clabdr03 ... Appending to files ... Appending to files ... Appending to files ... Copying and patching 3 files ...
Defining Faiths and Powers info for kit clabdr04 ... Appending to files ... Appending to files ... Appending to files ... Copying and patching 3 files ...
Defining Faiths and Powers info for kit clabpa01 ... Appending to files ... Appending to files ... Appending to files ... Copying and patching 3 files ...
Defining Faiths and Powers info for kit clabpa02 ... Appending to files ... Appending to files ... Appending to files ... Copying and patching 3 files ...
Defining Faiths and Powers info for kit clabpa03 ... Appending to files ... Appending to files ... Appending to files ... Copying and patching 3 files ...
Defining Faiths and Powers info for kit clabpa04 ... Appending to files ... Appending to files ... Appending to files ... Copying and patching 3 files ...
Defining Faiths and Powers info for kit clabpa05 ... Appending to files ... Appending to files ... Appending to files ... Copying and patching 3 files ...
Defining Faiths and Powers info for kit clabpa06 ... Appending to files ... Appending to files ... Appending to files ... Copying and patching 3 files ...
Defining Faiths and Powers info for kit clabrn01 ... Appending to files ... Appending to files ... Appending to files ... Copying and patching 3 files ...
Defining Faiths and Powers info for kit clabrn02 ... Appending to files ... Appending to files ... Appending to files ... Copying and patching 3 files ...
Defining Faiths and Powers info for kit clabrn03 ... Appending to files ... Appending to files ... Appending to files ... Copying and patching 3 files ...
Defining Faiths and Powers info for kit CLABRN04 ... Appending to files ... Appending to files ... Appending to files ... Copying and patching 3 files ...
Defining Faiths and Powers info for kit clabrn05 ... Appending to files ... Appending to files ... Appending to files ... Copying and patching 3 files ... Copying and patching 1 file ...
Defining Faiths and Powers info for kit OHTEMPUS ... Appending to files ... Appending to files ... Appending to files ... Copying and patching 3 files ...
Defining Faiths and Powers info for kit RAUP ... Appending to files ... Appending to files ... Appending to files ... Copying and patching 3 files ...
It stops at the RAUP (Undead Predator - the first kit of the kitpack).
I think that I'm making something wrong here, but have no idea what.
Inside the Lib folder for the kitpack are the files: d5_class.2da, d5_spher.2da, d5_usabl.2da, fnp_compat.tpa and fl#add_kit_ee.tpa.
The Component folder for the kitpack holds the .tpa, including the Redeemer and the Enforcer.
The Tables folder for the kitpack holds the .2da files that are the CLAB and HLA for the kits.
Comments
"sphere_system.tpa", line 916:
COPY_EXISTING ~%the_spell%.spl~ ~override/~ should be: COPY_EXISTING ~%the_spell%.spl~ ~override~
After fixing this I do not get the permission denied error for the ini file, installation completes just fine.
v0.74
BGSOD(v2.3...)
Win7
NEVER
ALWAYS
Damn, I was really curious about the sphere system. Finally taking 2 clerics would make sense.
*EDIT* Yes I am using 0.74a
The error is Permission Denied.
Only happening with F&P (version 0.74a).
Install option 3 (no kits - just sphere system).
When the bug first happened I had:
Divine Remix (no sphere system) - Tempus, Shar, and Cyric only
Divine Remix Hotfix
FG_Cleric Kits - Baravar and Clangeddin only
I Hate Undead Kitpack
I altered both DR and FGCK with the code you gave me to the Undead Redeemer and all mods installed without any issue.
The game is BGEE + SoD patched to the latest version. Steam version.
My OS is Windows 10.
After the bug, I installed several mods without any problem, so I don't think it is a problem with my PC, but I can be wrong.
Please, let me know if I can give you any more useful information.
Edit: i.e. are you using version 0.74a (i think it is)
Thanks that did the trick.
Some things I noticed in the new version:
The new Mystic Warrior class gets no spells. Instead the class gets the deity selection ability, but no valid selections are possible.
The Fire Mystic doesn´t get the 7. level (for focus access 6. level) firestorm spell. I don´t know how that is possible. I checked other kits with mayor access (not focus access) to fire (for example Dawnbringer of Lathander) and they get the spell just fine.
Shadow Mystics get an innate haste-ability, don´t know if this is intended. Also I don´t see any 4-7. level shadow spells in his spellbook. Maybe the same problem as above (focus access?).
Water Mystic the same.
Light Mystic is only missing 7. level Sunray spell. Does also have the innate haste-ability.
I like the change you did with the shifting of minor access spells to higher levels.
When I have time I will spot test the HLA-abilities, especially the druid ones.
Edit: A quick test of the elemental transformation HLAs (Arctic Druid, Fire Mystic) confirmed that, after changing back to human form, the character retains the elemental weapon (Air and Fire Elemental, others not checked). Tested at the start of TOB (level up with ee-keeper) with only FnP installed.
The rest of the abilities I checked are working, but I will test more thoroughly when I have more time.
Nice job.
I can confirm that Focus Access seems broken, Minion of Moander gets a totalt of 3 plant spells (Barkskin,Thorn Spray and Assassin Vines).
The Jungle Druid only seems to get the Wyvern shapeshift and no other.
Shades and Contiuency(spelling?) still breaks the game. Earth Elemental transformation also locks the meele weapon to the Elemental ones.
I know about Shades...And, I think I know about the others.
I was able to install it, as well. I am doing a trial with Malwarebytes and it seems to think that Weidu is ransomware when installing fnp. Weird...
I did a quick test creating 6 priests in a multiplayer-solo game and the result is: the spheres system is not working.
Here follow the problems:
1) The weapons allowance that I input in the code doesn't work
2) The only spells all the clerics have access are the Universal ones
3) The armor allowance that I input in the code doesn't work
4) The weapon proficiency allowance that I input in the code doesn't work
The game specifics are:
- BGEE+SoD v2.3.67.3 (Steam version)
- Windows 10
- Using the latest F&P version (0.74b)
- Mods that alter clerics that I'm using: Divine Remix (the Cleric Revised component that allows installing other kits), Tweaks v3 (Cleric PnP spell progression), Spells Revision. Installed F&P after those.
- Added kits: Strifleader of Cyric (DR v8), Battleguard of Tempus (DR v8), Nightcloak of Shar (DR v8), Hoodwinker of Baravar (FG_ClericKits), Alaghar of Clangeddin (FG_ClericKits), Undead Redeemer (I Hate Undead Kitpack).
The Weidu log is attached as is the Setup debug for F&P.
How the code was input in every kit follows (notice that FG_Cleric uses the folder !BaseItems instead of Lib):
Strifleader of Cyric:
COPY_EXISTING ~kitlist.2da~ ~override~
COUNT_2DA_ROWS 1 rows
READ_2DA_ENTRY (%rows% - 1) 5 1 mod_clab
BUT_ONLY
LAF ~DEFINE_FNP_KIT_INFO~
INT_VAR
u_leather_armor = 1
u_chain_armor = 0
u_plate_armor = 0
u_club_staff = 1
u_hammers = 0
u_maces = 1
u_flails = 0
u_axes = 0
u_daggers = 1
u_short_swords = 1
u_long_swords = 0
u_scimitars = 0
u_katanas = 0
u_bastard_swords = 0
u_2hand_swords = 0
u_halberds = 0
u_spears = 0
u_darts = 1
u_slings = 0
u_bows = 1
u_crossbows = 1
STR_VAR
clab_name = EVAL ~%mod_clab%~
class = ~cleric~
s_Life = ~x~
s_Death = ~major~
s_Benediction = ~minor~
s_Destruction = ~major~
s_Protection = ~x~
s_War = ~x~
s_Exploration = ~minor~
s_Knowledge = ~major~
s_Deception = ~major~
s_Thought = ~major~
s_Dread = ~major~
s_Vigor = ~x~
s_Affliction = ~major~
s_Animal = ~x~
s_Plant = ~x~
s_Earth = ~x~
s_Water = ~x~
s_Air = ~x~
s_Fire = ~x~
s_Light = ~x~
s_Shadow = ~major~
s_Magic = ~minor~
s_Perdition = ~major~
END
LAM ~READ_FNP_KIT_INFO~
ACTION_IF FILE_EXISTS_IN_GAME ~d5_spheres.d5~ BEGIN
LAM apply_fnp_spheres
END
ACTION_IF FILE_EXISTS_IN_GAME ~d5_fnp_usability.d5~ BEGIN
LAM apply_fnp_usability
END[/pre]
Battleguard of Tempus
COPY_EXISTING ~kitlist.2da~ ~override~
COUNT_2DA_ROWS 1 rows
READ_2DA_ENTRY (%rows% - 1) 5 1 mod_clab
BUT_ONLY
LAF ~DEFINE_FNP_KIT_INFO~
INT_VAR
u_leather_armor = 1
u_chain_armor = 1
u_plate_armor = 1
u_club_staff = 2
u_hammers = 2
u_maces = 2
u_flails = 2
u_axes = 2
u_daggers = 2
u_short_swords = 2
u_long_swords = 2
u_scimitars = 2
u_katanas = 2
u_bastard_swords = 2
u_2hand_swords = 2
u_halberds = 2
u_spears = 2
u_darts = 0
u_slings = 0
u_bows = 0
u_crossbows = 0
STR_VAR
clab_name = EVAL ~%mod_clab%~
class = ~cleric~
s_Life = ~major~
s_Death = ~x~
s_Benediction = ~major~
s_Destruction = ~minor~
s_Protection = ~minor~
s_War = ~major~
s_Exploration = ~x~
s_Knowledge = ~x~
s_Deception = ~x~
s_Thought = ~x~
s_Dread = ~minor~
s_Vigor = ~major~
s_Affliction = ~x~
s_Animal = ~x~
s_Plant = ~x~
s_Earth = ~x~
s_Water = ~x~
s_Air = ~x~
s_Fire = ~x~
s_Light = ~x~
s_Shadow = ~x~
s_Magic = ~minor~
s_Perdition = ~x~
END
LAM ~READ_FNP_KIT_INFO~
ACTION_IF FILE_EXISTS_IN_GAME ~d5_spheres.d5~ BEGIN
LAM apply_fnp_spheres
END
ACTION_IF FILE_EXISTS_IN_GAME ~d5_fnp_usability.d5~ BEGIN
LAM apply_fnp_usability
END[/pre]
Nightcloak of Shar
COPY_EXISTING ~kitlist.2da~ ~override~
COUNT_2DA_ROWS 1 rows
READ_2DA_ENTRY (%rows% - 1) 5 1 mod_clab
BUT_ONLY
LAF ~DEFINE_FNP_KIT_INFO~
INT_VAR
u_leather_armor = 1
u_chain_armor = 1
u_plate_armor = 0
u_club_staff = 1
u_hammers = 1
u_maces = 1
u_flails = 1
u_axes = 0
u_daggers = 1
u_short_swords = 1
u_long_swords = 0
u_scimitars = 0
u_katanas = 0
u_bastard_swords = 0
u_2hand_swords = 0
u_halberds = 0
u_spears = 0
u_darts = 1
u_slings = 1
u_bows = 0
u_crossbows = 0
STR_VAR
clab_name = EVAL ~%mod_clab%~
class = ~cleric~
s_Life = ~minor~
s_Death = ~major~
s_Benediction = ~minor~
s_Destruction = ~major~
s_Protection = ~minor~
s_War = ~x~
s_Exploration = ~x~
s_Knowledge = ~major~
s_Deception = ~major~
s_Thought = ~major~
s_Dread = ~major~
s_Vigor = ~x~
s_Affliction = ~major~
s_Animal = ~x~
s_Plant = ~x~
s_Earth = ~x~
s_Water = ~x~
s_Air = ~x~
s_Fire = ~x~
s_Light = ~x~
s_Shadow = ~major~
s_Magic = ~minor~
s_Perdition = ~major~
END
LAM ~READ_FNP_KIT_INFO~
ACTION_IF FILE_EXISTS_IN_GAME ~d5_spheres.d5~ BEGIN
LAM apply_fnp_spheres
END
ACTION_IF FILE_EXISTS_IN_GAME ~d5_fnp_usability.d5~ BEGIN
LAM apply_fnp_usability
END[/pre]
Hoodwinker of Baravar
COPY_EXISTING ~kitlist.2da~ ~override~
COUNT_2DA_ROWS 1 rows
READ_2DA_ENTRY (%rows% - 1) 5 1 mod_clab
BUT_ONLY
LAF ~DEFINE_FNP_KIT_INFO~
INT_VAR
u_leather_armor = 1
u_chain_armor = 0
u_plate_armor = 0
u_club_staff = 1
u_hammers = 1
u_maces = 1
u_flails = 1
u_axes = 0
u_daggers = 1
u_short_swords = 1
u_long_swords = 0
u_scimitars = 0
u_katanas = 0
u_bastard_swords = 0
u_2hand_swords = 0
u_halberds = 0
u_spears = 0
u_darts = 1
u_slings = 1
u_bows = 1
u_crossbows = 1
STR_VAR
clab_name = EVAL ~%mod_clab%~
class = ~cleric~
s_Life = ~minor~
s_Death = ~x~
s_Benediction = ~minor~
s_Destruction = ~x~
s_Protection = ~major~
s_War = ~x~
s_Exploration = ~major~
s_Knowledge = ~minor~
s_Deception = ~major~
s_Thought = ~major~
s_Dread = ~minor~
s_Vigor = ~x~
s_Affliction = ~x~
s_Animal = ~x~
s_Plant = ~minor~
s_Earth = ~major~
s_Water = ~x~
s_Air = ~x~
s_Fire = ~x~
s_Light = ~x~
s_Shadow = ~major~
s_Magic = ~major~
s_Perdition = ~x~
END
LAM ~READ_FNP_KIT_INFO~
ACTION_IF FILE_EXISTS_IN_GAME ~d5_spheres.d5~ BEGIN
LAM apply_fnp_spheres
END
ACTION_IF FILE_EXISTS_IN_GAME ~d5_fnp_usability.d5~ BEGIN
LAM apply_fnp_usability
END[/pre]
Alaghar of Clangeddin
COPY_EXISTING ~kitlist.2da~ ~override~
COUNT_2DA_ROWS 1 rows
READ_2DA_ENTRY (%rows% - 1) 5 1 mod_clab
BUT_ONLY
LAF ~DEFINE_FNP_KIT_INFO~
INT_VAR
u_leather_armor = 1
u_chain_armor = 1
u_plate_armor = 1
u_club_staff = 1
u_hammers = 5
u_maces = 1
u_flails = 1
u_axes = 5
u_daggers = 0
u_short_swords = 0
u_long_swords = 0
u_scimitars = 0
u_katanas = 0
u_bastard_swords = 0
u_2hand_swords = 0
u_halberds = 0
u_spears = 0
u_darts = 0
u_slings = 1
u_bows = 0
u_crossbows = 0
STR_VAR
clab_name = EVAL ~%mod_clab%~
class = ~cleric~
s_Life = ~minor~
s_Death = ~x~
s_Benediction = ~minor~
s_Destruction = ~x~
s_Protection = ~major~
s_War = ~major~
s_Exploration = ~minor~
s_Knowledge = ~minor~
s_Deception = ~x~
s_Thought = ~x~
s_Dread = ~x~
s_Vigor = ~major~
s_Affliction = ~x~
s_Animal = ~x~
s_Plant = ~x~
s_Earth = ~major~
s_Water = ~x~
s_Air = ~x~
s_Fire = ~x~
s_Light = ~x~
s_Shadow = ~x~
s_Magic = ~minor~
s_Perdition = ~x~
END
LAM ~READ_FNP_KIT_INFO~
ACTION_IF FILE_EXISTS_IN_GAME ~d5_spheres.d5~ BEGIN
LAM apply_fnp_spheres
END
ACTION_IF FILE_EXISTS_IN_GAME ~d5_fnp_usability.d5~ BEGIN
LAM apply_fnp_usability
END[/pre]
Undead Redeemer
COPY_EXISTING ~kitlist.2da~ ~override~
COUNT_2DA_ROWS 1 rows
READ_2DA_ENTRY (%rows% - 1) 5 1 mod_clab
BUT_ONLY
LAF ~DEFINE_FNP_KIT_INFO~
INT_VAR
u_leather_armor = 1
u_chain_armor = 1
u_plate_armor = 1
u_club_staff = 1
u_hammers = 1
u_maces = 1
u_flails = 1
u_axes = 0
u_daggers = 0
u_short_swords = 0
u_long_swords = 0
u_scimitars = 0
u_katanas = 0
u_bastard_swords = 0
u_2hand_swords = 0
u_halberds = 0
u_spears = 0
u_darts = 0
u_slings = 1
u_bows = 0
u_crossbows = 0
STR_VAR
clab_name = EVAL ~%mod_clab%~
class = ~cleric~
s_Life = ~minor~
s_Death = ~major~
s_Benediction = ~major~
s_Destruction = ~minor~
s_Protection = ~major~
s_War = ~major~
s_Exploration = ~minor~
s_Knowledge = ~major~
s_Deception = ~x~
s_Thought = ~minor~
s_Dread = ~minor~
s_Vigor = ~major~
s_Affliction = ~x~
s_Animal = ~x~
s_Plant = ~x~
s_Earth = ~minor~
s_Water = ~x~
s_Air = ~x~
s_Fire = ~major~
s_Light = ~major~
s_Shadow = ~minor~
s_Magic = ~minor~
s_Perdition = ~x~
END
LAM ~READ_FNP_KIT_INFO~
ACTION_IF FILE_EXISTS_IN_GAME ~d5_spheres.d5~ BEGIN
LAM apply_fnp_spheres
END
ACTION_IF FILE_EXISTS_IN_GAME ~d5_fnp_usability.d5~ BEGIN
LAM apply_fnp_usability
END[/pre]
Cause in the TP2 of the code you gave to input in the Redeemer I see a check looking for FnP files at the override.
Some quick questions to @subtledoctor and @Grammarsalad
Any chance that you guys will make an Alaghar of Clangeddin kit?
Why the Battleguard of Tempus can't use splint mail/plate mail/full plate?
Thanks!
Taking a look right now (after installing F&P) I see that all those 2da are empty. Just the headers, not a single value input in any row. Is that supposed to work that way?
I'll delete my entire folder and start from zero and see how it behaves. Will let you guys no.
About my questions on the previous post, can I have some hope on the Clangeddin kit?
I can alter the Tempus to let it wear heavy armor, but I have the feeling that adding a new kit on my own would mess everything up.
----------------
Did a test over a clean IWDEE install and after installing the Redeemer, before installing the F&P, all the 2da are indeed empty.
The plate mail thing was not a criticism, just an honest question
Well, looks like FnP does everything I want from all other those kits. Saves me a lot of trouble.
My only concern now is: why the Redeemer didn't get the spheres access? That worries me.
Did a try over a clean IWDEE install and only the Universal spells were given.
It stops at the RAUP (Undead Predator - the first kit of the kitpack).
I think that I'm making something wrong here, but have no idea what.
Inside the Lib folder for the kitpack are the files: d5_class.2da, d5_spher.2da, d5_usabl.2da, fnp_compat.tpa and fl#add_kit_ee.tpa.
The Component folder for the kitpack holds the .tpa, including the Redeemer and the Enforcer.
The Tables folder for the kitpack holds the .2da files that are the CLAB and HLA for the kits.
The codes inside the tpa follows
Circle Enforcer
COPY_EXISTING ~kitlist.2da~ ~override~
COUNT_2DA_ROWS 1 rows
READ_2DA_ENTRY (%rows% - 1) 5 1 mod_clab
BUT_ONLY
LAF ~DEFINE_FNP_KIT_INFO~
INT_VAR
u_leather_armor = 1
u_chain_armor = 0
u_plate_armor = 0
u_club_staff = 1
u_hammers = 0
u_maces = 0
u_flails = 0
u_axes = 0
u_daggers = 1
u_short_swords = 0
u_long_swords = 0
u_scimitars = 1
u_katanas = 0
u_bastard_swords = 0
u_2hand_swords = 0
u_halberds = 0
u_spears = 1
u_darts = 1
u_slings = 1
u_bows = 0
u_crossbows = 0
STR_VAR
clab_name = ~RACE~
class = ~druid~
s_Life = ~major~
s_Death = ~x~
s_Benediction = ~minor~
s_Destruction = ~x~
s_Protection = ~minor~
s_War = ~x~
s_Exploration = ~minor~
s_Knowledge = ~major~
s_Deception = ~x~
s_Thought = ~major~
s_Dread = ~x~
s_Vigor = ~major~
s_Affliction = ~major~
s_Animal = ~major~
s_Plant = ~major~
s_Earth = ~major~
s_Water = ~major~
s_Air = ~major~
s_Fire = ~major~
s_Light = ~major~
s_Shadow = ~x~
s_Magic = ~minor~
s_Perdition = ~x~
END
LAM ~READ_FNP_KIT_INFO~
ACTION_IF FILE_EXISTS_IN_GAME ~d5_spheres.d5~ BEGIN
LAM apply_fnp_spheres
END
ACTION_IF FILE_EXISTS_IN_GAME ~d5_fnp_usability.d5~ BEGIN
LAM apply_fnp_usability
END
Undead Redeemer
COPY_EXISTING ~kitlist.2da~ ~override~
COUNT_2DA_ROWS 1 rows
READ_2DA_ENTRY (%rows% - 1) 5 1 mod_clab
BUT_ONLY
LAF ~DEFINE_FNP_KIT_INFO~
INT_VAR
u_leather_armor = 1
u_chain_armor = 1
u_plate_armor = 1
u_club_staff = 1
u_hammers = 1
u_maces = 1
u_flails = 1
u_axes = 0
u_daggers = 0
u_short_swords = 0
u_long_swords = 0
u_scimitars = 0
u_katanas = 0
u_bastard_swords = 0
u_2hand_swords = 0
u_halberds = 0
u_spears = 0
u_darts = 0
u_slings = 1
u_bows = 0
u_crossbows = 0
STR_VAR
clab_name = ~RAUR~
class = ~cleric~
s_Life = ~minor~
s_Death = ~major~
s_Benediction = ~major~
s_Destruction = ~minor~
s_Protection = ~major~
s_War = ~major~
s_Exploration = ~minor~
s_Knowledge = ~major~
s_Deception = ~x~
s_Thought = ~minor~
s_Dread = ~minor~
s_Vigor = ~major~
s_Affliction = ~x~
s_Animal = ~x~
s_Plant = ~x~
s_Earth = ~minor~
s_Water = ~x~
s_Air = ~x~
s_Fire = ~major~
s_Light = ~major~
s_Shadow = ~minor~
s_Magic = ~minor~
s_Perdition = ~x~
END
LAM ~READ_FNP_KIT_INFO~
ACTION_IF FILE_EXISTS_IN_GAME ~d5_spheres.d5~ BEGIN
LAM apply_fnp_spheres
END
ACTION_IF FILE_EXISTS_IN_GAME ~d5_fnp_usability.d5~ BEGIN
LAM apply_fnp_usability
END
@subtledoctor If you can save me from my idiocy I would be very grateful.