Caedwyr Posted December 11, 2007 Share Posted December 11, 2007 Is it possible to apply a second class to a character via the dual-classing system using a script? Lets say for example, that I want to force Minsc to dual class to a thief and he has the necessary stats to play as a thief. Is there any scripting method to apply a second class as a dual class (deactivating the primary class abilities until the dual class experience exceeds the primary class)? Link to comment
Miloch Posted December 12, 2007 Share Posted December 12, 2007 I can't think of any way to do this, unless you already had the "Was Ranger" or whatever flags set on the CREs. Link to comment
devSin Posted December 12, 2007 Share Posted December 12, 2007 As far as I know, there's no way to script dual-classing. Link to comment
Rabain Posted December 13, 2007 Share Posted December 13, 2007 If you are checking lvls on a custom npc could you replace the cre with a dual-classed one on reaching a certain level? Link to comment
Miloch Posted December 13, 2007 Share Posted December 13, 2007 Hmm, tricky... what happens to the original CRE's equipment and skills? I suppose with enough TakeItem triggers and maybe an invisible CRE to hold the stuff while you replaced the original CRE, you could cludge something up. Maybe. Link to comment
Ascension64 Posted December 13, 2007 Share Posted December 13, 2007 Hmm, tricky... what happens to the original CRE's equipment and skills? I suppose with enough TakeItem triggers and maybe an invisible CRE to hold the stuff while you replaced the original CRE, you could cludge something up. Maybe. If you do that, FillSlot() is going to be the end of you. There ain't any way to equip things properly by script. Link to comment
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