def LevelupSpellsFinalize(obj, classLvlNew=-1): spEnums = char_editor.get_spell_enums() char_editor.spell_known_add( spEnums ) # internally takes care of duplicates and the labels/vacant slots # add weapon focus / specialization newLvl = obj.stat_level_get(classEnum) + 1 if newLvl != 3 and newLvl != 12 and classLvlNew != 1: return omg = obj.obj_get_int(obj_f_critter_deity) deity_weapon = game.get_deity_favored_weapon(omg) #print "deity weap " + str(deity_weapon) if newLvl == 3: weap_foc_feat = feat_weapon_focus_gauntlet + deity_weapon obj.feat_add(weap_foc_feat) print "added " + str(weap_foc_feat) if newLvl == 12: weap_sp_feat = feat_weapon_specialization_gauntlet + deity_weapon obj.feat_add(weap_sp_feat) print "added " + str(weap_sp_feat) if classLvlNew == 1: weap_prof_feat = game.get_feat_for_weapon_type(deity_weapon) if weap_prof_feat != feat_simple_weapon_proficiency: obj.feat_add(weap_prof_feat) print "added " + str(weap_prof_feat) return
def LevelupSpellsFinalize( obj, classLvlNew = -1 ): classLvl = obj.stat_level_get(classEnum) classLvlNew = classLvl + 1 if classLvlNew < 4: # late-starting caster return 0 maxSpellLvl = char_editor.get_max_spell_level( obj, classEnum, classLvlNew ) class_spells = char_editor.get_learnable_spells(obj, classEnum, maxSpellLvl) char_editor.spell_known_add(class_spells) return 0
def LevelupSpellsFinalize(obj, classLvlNew=-1, classLvlIncrement=1): classLvl = obj.stat_level_get(classEnum) if classLvlNew <= 0: classLvlNew = classLvl + 1 maxSpellLvl = char_editor.get_max_spell_level(obj, classEnum, classLvlNew) class_spells = char_editor.get_learnable_spells(obj, classEnum, maxSpellLvl) char_editor.spell_known_add(class_spells) return 0
def LevelupSpellsFinalize( obj, classLvlNew = -1 ): #Add the normal spells classLvl = obj.stat_level_get(classEnum) if classLvlNew <= 0: classLvlNew = classLvl + 1 maxSpellLvl = char_editor.get_max_spell_level( obj, classEnum, classLvlNew ) class_spells = char_editor.get_learnable_spells(obj, classEnum, maxSpellLvl) char_editor.spell_known_add(class_spells) # internally takes care of duplicates and the labels/vacant slots #Add Anything from advanced learning spEnums = char_editor.get_spell_enums() char_editor.spell_known_add(spEnums) # internally takes care of duplicates and the labels/vacant slots return 0
def LevelupSpellsFinalize(obj, classLvlNew=-1): spEnums = char_editor.get_spell_enums() char_editor.spell_known_add( spEnums ) # internally takes care of duplicates and the labels/vacant slots classLvl = obj.stat_level_get(classEnum) if classLvlNew <= 0: classLvlNew = classLvl + 1 if classLvlNew > 1: return 0 # for new wizards, add all cantrips cantrips = char_editor.get_learnable_spells(obj, classEnum, 0) char_editor.spell_known_add(cantrips) return 0
def LevelupSpellsFinalize( obj, classLvlNew = -1 ): classLvl = obj.stat_level_get(classEnum) if classLvlNew <= 0: classLvlNew = classLvl + 1 maxSpellLvl = char_editor.get_max_spell_level(obj, classEnum, classLvlNew) class_spells = char_editor.get_learnable_spells(obj, classEnum, maxSpellLvl) char_editor.spell_known_add(class_spells) # for paladins - change to evil algn = obj.obj_get_int(obj_f_critter_alignment) if algn & ALIGNMENT_GOOD: algn = algn ^ ALIGNMENT_GOOD algn = algn | ALIGNMENT_EVIL obj.obj_set_int(obj_f_critter_alignment, algn) pal_lvl = obj.stat_level_get(stat_level_paladin) if pal_lvl >= 1: obj.feat_add("Smite Good") if pal_lvl >= 5: obj.feat_add(feat_sneak_attack) return 0
def LevelupSpellsFinalize( obj, classLvlNew = -1 ): classLvl = obj.stat_level_get(classEnum) if classLvlNew <= 0: classLvlNew = classLvl + 1 maxSpellLvl = char_editor.get_max_spell_level( obj, classEnum, classLvlNew ) class_spells = char_editor.get_learnable_spells(obj, classEnum, maxSpellLvl) char_editor.spell_known_add(class_spells) # Domain spells: domain_1 = obj.obj_get_int(obj_f_critter_domain_1) domain_2 = obj.obj_get_int(obj_f_critter_domain_2) domain_1_spells = char_editor.get_learnable_spells(obj, domain_1, maxSpellLvl, 1) domain_2_spells = char_editor.get_learnable_spells(obj, domain_2, maxSpellLvl, 1) char_editor.spell_known_add(domain_1_spells) char_editor.spell_known_add(domain_2_spells) return 0
def LevelupSpellsFinalize(obj, classLvlNew=-1): spEnums = char_editor.get_spell_enums() char_editor.spell_known_add( spEnums ) # internally takes care of duplicates and the labels/vacant slots return