Since undead are immune to cold NOT sonic, is it possible to make the sonic damage from Sound burst affect undead? Because, right now the game applies their immunity to stun/mental/cold to the damage from sound burst when they should only be immune to the stun effect.
I don't like that sort of question In principle yes, but it should be able to handle a few thousands at least. There's also a soft limit in the sense that each modifier python file adds around 15ms to the loading time, so I wouldn't want that to grow too much (though I guess that could be solved if it came to that). Why do you ask?
I have a strange bug, telling me it can't find some modifiers. They are listed as loaded in the console but then if the game tries to apply certain conditions, it says it can't find the condition. These are all conditions that are at the bottom of the alphabet, and I can move this bug up and down the alphabet by removing conditions from my override folder. If I remove a folder from my overrides they are actually all working again. I first thought it must be a condition in that folder, but when I removed a different folder the same happens. That being said, I suspect that the error is on my end, I just wanted to be sure, before I spend alot of time digging for my error, that I didn't hit a cap somewhere
Looks like you're right actually - the conditions hashtable is inited with capacity = 1000. https://github.com/GrognardsFromHel...78187bee00dd6303eb/TemplePlus/condition.h#L25 So congratulations on being the first to bust it I suppose it can be increased to 2000 without breaking anything, but I'm not 100% sure. Will have to check.
Hi @Sagenlicht what new unarmed feats have you made please? I've been looking through the extracted scr and rules directories of Beta 3218 out of curiousity and couldn't find them!
Oh you can't find them in the tpgamefiles.dat, I didn't regenerate them. All of my changes in a branch are only available if I regenerate that dat file manually. I wasn't aware that someone wants to test them immediately. I pushed the branch, because I'd like to have feedback from @_doug_ as I changed extra stunning and made an stunning fist extender. All unarmed feats that will end in the branch: Axiomatic Strike Fists of Iron Fiery Strike Fiery Ki Defense Ki Blast Freezing the Life Blood Flying Kick All above feats with the exception of Flying Kick require an interaction with Stunning Fist, which is the reason why I created an extender to stunning fist and changed extra stunning in the branch. I can only make the feats openly available if those two changes are ok.
Sorry I am just curious. I certainly don't want to test them immediately - it will take ages to re-plan my standard party
Please is there a way round the fact that has_metamagic_feat() appears not to be defined in obj? (I cannot recall an existing Templeplus PRC that requires any metamagic feat as a prerequisite) Also I am working on the only PRC that would use GetLowestArcaneClass(obj) so obviously that hasn't been defined..... Thank you
Here is a function to check for having any metamagic feat: Code: def HasMetamagicFeat(obj): metamagic_feats = tpdp.get_metamagic_feats() for p in metamagic_feats: if obj.has_feat(p): return 1 return 0 What class are you working on?
Thank you The Ultimate Magus, I thought Pischella(?) needed it badly. "Working on" is probably an exaggeration at least when it comes to the two-way metamagic enhancement stuff.