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Modify Super Novice Spirit skill features


Faust

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Hello,

 

I'm looking for the way to edit super novice spirit skill in 3 ways:

- First of all I would like to change the ability of using weapon level 4 only to all weapon level (but keeping current weapon type restriction),

- I would like to do the same for each piece of equipment and allow the super novice to use any equipment (potentially putting few restrictions in a second time as well) instead of only any headgear,

- Then I would like to change the skill to act as a passive skill instead of requiring to be used as an active skill, similarly to Improve HP recovery in order to have it activated permanently if the skill is unlocked (targeting SN/SNE/HN).

If anyone could tell me more about that it would be lovely.

Thanks. 

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Your post has nothing to do with scripting , the first 2 requests are database related, and the last one is src related , am moving your post the src requests, you can easily search in the db files to achieve the first 2 points

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7 hours ago, sader1992 said:

Your post has nothing to do with scripting , the first 2 requests are database related, and the last one is src related , am moving your post the src requests, you can easily search in the db files to achieve the first 2 points

Sorry about that, really new to this. Thanks for your help. 

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Would you happen to know which file exactly I have to modify for the 2 first point? I can't find anything neither in db neither in cpp/hpp files.

 

Thanks

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somebody knows to fix super novice spirit, dont can equip weapon and headgears with base level requeriments > 99. Thx.

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On 8/31/2024 at 6:27 AM, Melk3000 said:

somebody knows to fix super novice spirit, dont can equip weapon and headgears with base level requeriments > 99. Thx.

Thanks to Chat GPT I found how to edit the spell to work as a passive skill as long as it has been learned.

You need to go to pc.cpp and edit the part allowing equipment and weapon use:

 

        //Spirit of Super Novice equip bonuses. [Skotlex]
        if (item && (item->equip & (EQP_HELM | EQP_ARMOR | EQP_SHIELD | EQP_GARMENT | EQP_SHOES | EQP_ACC | EQP_ARMS))) {
            return ITEM_EQUIP_ACK_OK;
        }
        if (item->equip & EQP_ARMS && item->type == IT_WEAPON)
            switch (item->subtype) { //In weapons, the look determines type of weapon.
            case W_DAGGER: //All level 4 - Daggers
            case W_1HSWORD: //All level 4 - 1H Swords
            case W_1HAXE: //All level 4 - 1H Axes
            case W_MACE: //All level 4 - 1H Maces
            case W_STAFF: //All level 4 - 1H Staves
            case W_2HSTAFF: //All level 4 - 2H Staves
                return ITEM_EQUIP_ACK_OK;
            }
    }

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