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#583092 08/07/16 07:43 PM
Joined: Jul 2016
stranger
OP Offline
stranger
Joined: Jul 2016
Is it possible? I've looked around the files, but there's nothing which seems to directly correlate to bonuses given by putting points into abilities.

Joined: Jun 2013
old hand
Offline
old hand
Joined: Jun 2013
I think it's hard-coded but you could easily bolt on some story scripts to augment the progression.

Something like this:
Code
//INIT SECTION:
DB_ExtraTalents(3);
DB_ExtraTalents(6);
DB_ExtraTalents(9);
DB_ExtraTalents(12);

//KB SECTION:
//Add 1 extra ability point on each level up
IF
CharacterLeveledUp(_Player)
AND
_Player.DB_IsPlayer()
THEN
CharacterAddAbilityPoint(_Player,1);

//Add 1 extra talent point on every third level up.
IF
CharacterLeveledUp(_Player)
AND
_Player.DB_IsPlayer()
AND
DB_ExtraTalents(_INT)
AND
CharacterGetLevel(_Player,_INT)
THEN
CharacterAddTalentPoint(_Player,1);


Joined: Jul 2016
stranger
OP Offline
stranger
Joined: Jul 2016
That's for adding extra ability points on level-ups, right? Thank you, but that's not what I meant. What I wanted to say was the actual effects and bonuses gained from leveling-up abilities. Like for example how the Sneaking ability reduces the enemies' cone of vision while sneaking.

Joined: Mar 2003
Location: Canada
Support
Offline
Support
Joined: Mar 2003
Location: Canada

Baardvark did something like that with Sneak in the Scales mod. I'm not sure if the details are discussed in the forum (see Begging for a rogue mod), but you can check out the mod.

Help Reworking Skills

Joined: Sep 2015
A
addict
Offline
addict
A
Joined: Sep 2015
The boosts from Leadership can be modified directly: they are defined in Potion.txt from Shared.
That's probably the only ability effect that isn't hardcoded.
But Scales, as Raze said, definitely helps to discover possibilities to modify abilities indirectly.


My mods for DOS 1 EE: FasterAnimations - QuietDay - Samaritan

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