Exemple #1
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

    # 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
Exemple #2
0
def LevelupCheckSpells(obj):
    spell_enums = char_editor.get_spell_enums()
    for spInfo in spell_enums:
        spClass = spInfo.get_casting_class()
        if spClass != stat_level_bard:
            continue
        if spInfo.spell_enum == spell_vacant:
            return 0
    return 1
Exemple #3
0
def LevelupCheckSpells(obj):
    classLvl = obj.stat_level_get(classEnum)
    classLvlNew = classLvl + 1
    maxSpellLvl = char_editor.get_max_spell_level(obj, classEnum, classLvlNew)

    spell_enums = char_editor.get_spell_enums()
    for spInfo in spell_enums:
        if spInfo.spell_enum == spell_vacant:
            if maxSpellLvl >= 4 and spInfo.spell_level == 0:  # in case the cantrips are causing problems
                continue
            return 0
    return 1
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
Exemple #5
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
Exemple #6
0
def LevelupCheckSpells(obj):
    spell_enums = char_editor.get_spell_enums()
    classLvl = obj.stat_level_get(classEnum)
    classLvlNew = classLvl + 1
    if classLvlNew == 2:
        sp_lvl_1_count = 0
        spKnown = char_editor.get_known_class_spells(obj, classEnum)
        for spInfo in spKnown:
            if spInfo.spell_level == 1:
                sp_lvl_1_count += 1
        if sp_lvl_1_count > 20:  # for scroll puffing maniacs
            return 1

    for spInfo in spell_enums:
        if spInfo.spell_enum == spell_vacant:
            return 0
    return 1
Exemple #7
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
def LevelupCheckSpells(obj):
	spell_enums = char_editor.get_spell_enums()
	for spInfo in spell_enums:
		if spInfo.spell_enum == spell_vacant:
			return 0
	return 1