The skill points are set by class and intelligence in the game engine. They are set in protos for npc's. I don't think any of it has been changed that I know of.
Well, the total number of skill points is tricky, but the maximum ranks is always level+3 for class skills, /2 for cross-class. Its not really a big deal because there are very few skills the game actually uses for NPCs: Spot, Listen, Tumble, Concentration and one instance of Pick Pocket, thats about it. Hide, Move Silently, Search, Open Lock etc if the NPC is recruitable.
There's also an upper limit of 10 skills and 10 feats in protos, though only a handful could take advantage of more. -Mike
I'm starting to near the end. Here's some notes about how things will work: Copy items #14000 to #14999 in "protos.tab" to the white areas of the "Input" sheet. Adjust the LEVEL INCREASE AMOUNT and SIZE INCREASE AMOUNT flags. Copy the white areas of the "Output" sheet to a new text file. Replace items #14000 to #14999 in "protos.tab" with the contents of the new text file. When increasing abilities, the spreadsheet picks the greatest ability and increases it further. When there is a tie, it picks the left-most among them. When improving skills, the spreadsheet picks the existing class skill with the smallest rank and increases it further. When there is a tie, it picks the left-most among them. If a character has no skills at all, it adds ranks in the "Spot" skill. On the "Calc" sheet, any column with a "+" after it means it's an updated value. Columns with a "-" are original, copied values. I still have to finish the feats. I haven't checked yet which feats (if any) affect other stats. Certain NPCs are troublesome for one reason or another: lack of hit dice, wrong skill ranks, wrong saves, etc.. I'll make a list of them later. Currently, the spreadsheet calculates Epic Levels. I'll have to scrap all that since the game doesn't use them. The spreadsheet is approaching 3 megabytes, and is a real CPU hog. -Mike [edit] Also, the spreadsheet is in OpenOffice format. Converting to MS Office might not work 100%.
Some NPCs could have levels, skill points etc written right onto their mobs which will overwrite what is in protos.tab: that might be why they are playing up. They would be a minority though.
I meant "troublesome" in the sense that "will cause the spreadsheet to fail", or "will not produce RAW results." Here's the extended list of notes I've been compiling: Make sure that *subtracting* levels works just as well as *adding* them. The Elite ability array should only be used for monsters with levels in a class. Adjust the creature name to include the word "Elite" when this has been determined. Use the Specialized array for creatures with the correct total number of ability points, but an unusual distribution of them. Use specialized names/titles, such as "Goblin Archer", "Goblin Shaman" or "Goblin Barbarian" where appropriate. Use class levels as a guide as well. Monsters with 1 or less HD who gain a level in a class replace their monster saves with class saves. Saves for animals may be off since they can sometimes increase in Will as well. Have to check each one individually. The game doesn't use epic levels, so maybe I should omit them as well. Saves for some classless humans might be wrong since "no" and "all" Good Saves are treated the same. Doesn't affect other creature types, or humans with class levels. There may be more skills recognized by the game than what I've been able to confirm so far. Ditto for domains and deities. Create a list and check with Co8. The game doesn't automatically calculate monster natural attack damage and to hit bonuses for some reason. Instead, values are listed in protos. Abilities also change with age. This varies by race. This shouldn't affect the spreadsheet much, since creatures don't change in age. The maximum number of ranks a character can have in a class skill is equal to his or her character level +3. For cross-class skills, the maximum number of ranks is one-half the maximum for a class skill. Regardless of whether a skill is purchased as a class skill or a cross-class skill, if it is a class skill for any of your classes, your maximum rank equals your total character level + 3. Once a character changes classes, old class skills no longer receive a full rank for each skill point. Replace all straight 10s in characters' abilitites with the correct standard table. For feat selection, character level--not class level--determines whether you can choose regular and/or epic feats. Epic characters can choose either, but normal characters can't choose epic feats. Characters may choose any feat they meet the prerequisites for for their normal feat, but must choose a listed bonus feat for their bonus feat. Need to check each feat for prerequisites. Also need to check each class for whether it needs to abide by these prerequisites. Certain NPCs are weird. For instance, they may be lacking both class and monster levels. Their saves might violate RAW. Or, they might have the wrong number of skills, skill points and feats. Again, check with Co8 first.
It seems I have severely overestimated my progress. Feats have turned out to require a lot more work than I initially thought (almost done I think), and I completely forgot about character features and spells, the latter of which I haven't even started on yet. On top of that, school just started this week. -Mike