Author Topic: Six's general problems & questions thread  (Read 7639 times)

Offline SixOfSpades

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Re: Six's general problems & questions thread
« Reply #25 on: December 22, 2007, 07:55:07 PM »
Hang onto your keyboards, folks, I've got another stumper. CamDawg's kit-building tutorial states that
Quote from: CamDawg
creating a thief kit that uses Bounty Hunter usability restrictions will also mean your kit will receive fewer thieving points at level-up, just like a Bounty Hunter
. . . and also . . .
Quote from: CamDawg
If you want a kit that has the item restrictions of a Cavalier and a Shapeshifter (lord knows why!) you would add their respective unusable values: 0x00000008 + 0x10000000 = 0x10000008.
Except now, I find that the two rules are incompatible: If you combine the kit usability flags of the Assassin or Bounty Hunter with any other class or kit, the resulting Thief always gains the full 25 Thieving points per level, no matter what. So does anybody out there know of any other ways to manuipulate the number of Thieving points gained by the character at Level Up? Can this method also be applied to the other skill-using classes of Monk, Bard, and Ranger? Thanks.

Offline SixOfSpades

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Re: Six's general problems & questions thread
« Reply #26 on: January 27, 2008, 12:34:54 AM »
Well, I've been away from this thread for more than a month. That says something, either about how I'm becoming more competent, or about how little time I have to mod. Aaanyway.

Spellslot penalties: Does anyone know a way to really make them work? This is what's happening to me:
A normal Level 14 Druid has 6 Level 1 spells.
A Level 14 Huntsman of Silvanus (Druid kit) has 4 Level 1 spells, due to a kit Disadvantage.
Having 16 WIS adds 2 bonus spells to that.
Problem: Each time the game is Reloaded, the computer applies the penalty before the bonus from WIS, doing this:
     1) The character has 6 spellslots, all of which have memorized spells,
     2) Implementing the penalty brings them down to 4 (say goodbye to the spells you had in slots 5 & 6),
     3) Implementing the bonus takes them back up to 6 . . . the last 2 of which are empty.

The only thing that jumps out at me is the Timing Mode of the spell that applies the penalties. I experimented with all of them, and met with no success, except for that one-time intermittent fluke when the universe just wanted to rub my nose in it. So, since messing with the Timing doesn't work, does anyone have any leads that might just work?

 

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