Script to add to character base stats possible or no?
EpicValor
Member Posts: 12
Before I start working on a module I have in mind, I need to know if it's even possible to do certain things, like characters earn feats by doing certain things in game. Along with that, there will be either no levels, or few levels to increase base stats. I really don't want to script stat buffs so players can see their actual stats increase on their character sheet. I'm also assuming that BAB can be changed in the .2das.
The entire premise is kinda like a Japanese isekai with all custom classes, spells, skills, etc.
I know at one point, like 15 years ago this wasn't possible. If it still can't be done then that's the end of that idea. It's okay to squash this idea, no worries.
The entire premise is kinda like a Japanese isekai with all custom classes, spells, skills, etc.
I know at one point, like 15 years ago this wasn't possible. If it still can't be done then that's the end of that idea. It's okay to squash this idea, no worries.
Post edited by EpicValor on
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Comments
TR
As much work as Beamdog has done on this game you'd think adding script code to modify core stats would have been one of the top priorities. If a DM client can do it, then it should be possible to do either directly, or make an NPC able to be a DM and use DM tool.
Presuming you can reset the limits, you can probably do what you want by using an OnClientEnter script to first check for and remove any permanent boosts which are already on the PC's skin, then calculate the proper boost(s) and apply them to the PCs skin as a permanent effect.
One server which I play (Kharlindale Realms) already has boosts to certain abilities when PCs get legendary levels which are simulated via scripting and journal entries. My impression is that they only boost stats which are not already boosted via equipment. That's one option, but the other is to learn how to change the boost limits which were previously hard coded in 1.69 but can now be changed in EE.
If it didn't get explicitly mentioned here already:
SetAbilityBonusLimit()
You could throw this in the OnModuleLoad event script, then script whatever bonuses you want when the player enters. It, of course, doesn't change the base stats, but effectively lets you set them however you like.