Guest Usually Lurking Posted September 15, 2005 Share Posted September 15, 2005 I usually just lurk quietly trying to soak up some good info, but the excellent tutorials and information given to posters got me motivated to create my first mod, a kit of course. Well I was able to get almost everything working as intended but there are still a few tweaks I'd like to make that I haven't been able to get to work or don't know how to implement. Any advice/information offered would be greatly appreciated. #1 - Is there a way to implement a custom experience point table for a new kit without messing with/up another kits or classes table? If so what's the best way to begin to tackle this? #2 - I've tried using NI to create a "spell" for the CLAB file that didn't allow this kit use of specific items. However upon character creation if I CLUA the items into the inventory they can still be used. I made a separate effect for each item using opcode 180. (each belt of giant strength in case it matters) #3 - I found the opcode to grant specific extra weapon proficiencies but I haven't been able to find how to grant an extra "available" proficiency upon level ups. I don't want to start the kit out with a bunch of extra proficiencies. For balance I'd rather be able to spread them out over time but I can't plan for each possible scenario of proficiency allotment. Thanks, UL Link to comment
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