2025/08/22 Evening Update
Tweaked shadowcasting debug. Aberration shouldn't see gibberish in spellbook anymore.
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@@ -236,12 +236,12 @@ int GetShadowcasterLevel(object oShadow = OBJECT_SELF, int nSpecificClass = CLAS
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// For when you want to assign the caster level.
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if(nLevel)
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{
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if(DEBUG) SendMessageToPC(oShadow, "GetShadowcasterLevel(): Forced-level shadowcasting at level " + IntToString(nLevel));
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if(DEBUG) DoDebug("GetShadowcasterLevel(): Forced-level shadowcasting at level " + IntToString(nLevel));
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//DelayCommand(1.0, DeleteLocalInt(oShadow, PRC_CASTERLEVEL_OVERRIDE));
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return nLevel + nAdjust;
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}
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if (DEBUG) FloatingTextStringOnCreature("GetShadowcasterLevel: "+GetName(oShadow)+" is a "+IntToString(nSpecificClass), oShadow);
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if (DEBUG) DoDebug("GetShadowcasterLevel: "+GetName(oShadow)+" is a "+IntToString(nSpecificClass), oShadow);
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// The function user needs to know the character's Shadowcaster level in a specific class
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// instead of whatever the character last shadowcast a mystery as
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if(nSpecificClass != CLASS_TYPE_INVALID)
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@@ -288,7 +288,7 @@ int GetShadowcasterLevel(object oShadow = OBJECT_SELF, int nSpecificClass = CLAS
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nLevel -= 4;
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}
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if(DEBUG) FloatingTextStringOnCreature("Shadowcaster Level: " + IntToString(nLevel), oShadow, FALSE);
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if(DEBUG) DoDebug("Shadowcaster Level: " + IntToString(nLevel));
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return nLevel + nAdjust;
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}
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