Posted 06 June 2003 - 01:53 AM
Scrapped kit info in a lot of 2da files, some stuff in dualclas.2da:
FIGHTER_MERCENARY 0 1 1 1 1 0
FIGHTER_WIZARD_SLAYER 0 1 1 1 1 0
FIGHTER_KENSAI 0 1 1 1 1 0
PALADIN_CAVALIER 0 0 0 0 0 0
PALADIN_INQUISITOR 0 0 0 0 0 0
PALADIN_VOTARY 0 0 0 0 0 0
RANGER_ARCHER 0 1 0 0 0 0
RANGER_STALKER 0 1 0 0 0 0
RANGER_GIANT_KILLER 0 1 0 0 0 0
THIEF_ASSASIN 1 1 1 0 0 0
THIEF_ARCANE_ROGUE 1 1 1 0 0 0
THIEF_SWASHBUCKLER 1 1 1 0 0 0
BARD_BLADE 0 0 0 0 0 0
BARD_RIDDLEMASTER 0 0 0 0 0 0
BARD_SKALD 0 0 0 0 0 0
DRUID_AES_DANA 1 0 0 0 0 0
DRUID_SHAPESHIFTER 1 0 0 0 0 0
DRUID_AVENGER 1 0 0 0 0 0
All dropped during development, wonder if they could somehow be activated through some more scavenging.
Also noted only specialist wizards have an offset, are they the only ones hardcoded? (kitlist.2da)
There is clabpa03.2da which refers to spin199 at level 4, spin199 is dispel magic clabpa* is paladin, now how do we get the game to use this already existing kit?