- Dec 5, 2020
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ooh, when I was looking in the game files, I think I found the file that controls trait availability... hang on...The heal itself is limited to acolyte build.
yeah... thats file 92_Game_Actor_Traits in data/scripts/editablesdef trait_NunKnowledge_addable?(current_selected) #145 #NunKnowledge
return 2 if current_selected.include?(134) #ManaKnowledge
return 2 if current_selected.include?(135) #WeaponryKnowledge
return 2 if current_selected.include?(127) #cannibal
return 2 if current_selected.include?(125) #bloodlust
return 2 if state_stack(134) == 1 #ManaKnowledge
return 2 if state_stack(135) == 1 #WeaponryKnowledge
return 2 if state_stack(127) == 1 #cannibal
return 2 if state_stack(125) == 1 #bloodlust
return 3 if state_stack(145) == 1 #self
return 1 if self.constitution_trait < 5 #CON
return 1 if @level < 15
return 0
end
def trait_SaintFieldSupporter_addable?(current_selected) #146 #SaintFieldSupporter
return 2 if current_selected.include?(134) #ManaKnowledge
return 2 if current_selected.include?(135) #WeaponryKnowledge
return 2 if current_selected.include?(127) #cannibal
return 2 if current_selected.include?(125) #bloodlust
return 2 if state_stack(134) == 1 #ManaKnowledge
return 2 if state_stack(135) == 1 #WeaponryKnowledge
return 2 if state_stack(127) == 1 #cannibal
return 2 if state_stack(125) == 1 #bloodlust
return 3 if state_stack(146) == 1 #self
return 4 if current_selected.include?(145)
return 1 if state_stack(145) != 1 #NunKnowledge
return 1 if self.constitution_trait < 10 #CON
return 1 if @level < 35
return 0
end
someone can probably work out what needs to be changed in that file (or another) so it can be used easily enough regardless of build.