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dungeonguru
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Join Date: May 2016
Posts: 608

Old September 12th, 2018, 05:08 AM
I'm not sure you won't get some weird validation errors. Some of the behaviors of spellcasting are baked in behind code we can't see. For instance, the wizard class has logic that want you to learn 6x 1st level spells at 1st level, your script takes away the ability to cast them though. I would have to look at it to see if we could drop the spellbook values - I haven't messed with them much.

You can certainly get your level with the #levelcount[Wizard] or #totallevelcount[] macros or even find the maximum caster level and then write an if statement that says if your level is less than 2, set that value to 0 or subtract the number they would normally get to zero the number out.

So a hack like:

if (#levelcount[Wizard] < 2) then
~ if we're 1st level, subtract the number we would normally get to memorize
hero.childfound[cHelpWiz].field[cMaxSpMem].value -= maximum(1, 1 + #attrmod[aINT])
~ this code zeroes out the num of memorized requirement
else
~ else add 2
hero.childfound[cHelpWiz].field[cMaxSpMem].value += 2
endif
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