aVENGER_(RR) Posted December 8, 2007 Share Posted December 8, 2007 Contrary to the current IESDP description, the #21 Lore effect works fine with timing mode 2 - "While Equipped". For an example, just see the Sword of Balduran (WA2S1H.ITM). It also appears to work as intended with Timing mode 0 - "Duration". While testing the Luck effect I had accidentally made a spell which increased my character's Lore by 10 for one turn and it worked fine. Timing mode 1 - "Permanent" truly doesn't seem to work though. Link to comment
CamDawg Posted December 8, 2007 Share Posted December 8, 2007 AFAICT the engine calculates lore on the fly and ignores the value in the lore field--I could not get lore changes to 'stick' when applied via CLAB with timing mode 1. 9 works dandy though. Link to comment
Avenger Posted December 8, 2007 Share Posted December 8, 2007 I guess the problem with 1-permanent was that it got scrapped after levelup? Link to comment
Nythrun Posted December 8, 2007 Share Posted December 8, 2007 I think lore is actually recalculated on load and on party join (for whatever reason). Timing mode one might work for non-joinables, who can't use the stat anyway Link to comment
Avenger Posted December 9, 2007 Share Posted December 9, 2007 Hmm, ok, maybe i need to add some callbacks then. Recalculating on load is crap (even if it is true). Why do they store it then Link to comment
igi Posted February 17, 2008 Share Posted February 17, 2008 Instead of adding this, I'm going to delete some info from the ... BAM file description. Just because I can. Link to comment
Recommended Posts
Archived
This topic is now archived and is closed to further replies.