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mtijanic avatar mtijanic commented on July 27, 2024

Thanks Mord! Do you have something handy that I can test with?

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Morderon avatar Morderon commented on July 27, 2024
#include "nwnx_creature"
void ChangeSpell(object oPC, int nSpellId, int bIsReady=TRUE)
{
    int nIndex = 0;
    SendMessageToPC(GetFirstPC(), "Index:" + IntToString(nIndex) + "Ready" + IntToString(bIsReady));
    struct NWNX_Creature_SpecialAbility spell = NWNX_Creature_GetSpecialAbility(oPC, nIndex);

    SendMessageToPC(GetFirstPC(), "Id:" + IntToString(spell.id) + "Ready" + IntToString(spell.ready) + "Level" + IntToString(spell.level));
    spell.ready = bIsReady;
    spell.id = SPELL_MELFS_ACID_ARROW;
    spell.level=3;
    NWNX_Creature_SetSpecialAbility(oPC, nIndex, spell);

    spell = NWNX_Creature_GetSpecialAbility(oPC, nIndex);

    SendMessageToPC(GetFirstPC(), "Id:" + IntToString(spell.id) + "Ready" + IntToString(spell.ready) + "Level" + IntToString(spell.level));
}

void main()
{
    struct NWNX_Creature_SpecialAbility spell;

    spell.id = SPELL_MAGE_ARMOR;
    spell.level = 2;
    spell.ready = TRUE;

    NWNX_Creature_AddSpecialAbility(GetFirstPC(), spell);
    ChangeSpell(GetFirstPC(), SPELL_MAGE_ARMOR);
}

Here you are, returns mage armor before and after the the special ability should be changed and can confirm it didn't change through the gui.

Should work from any event.

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Daztek avatar Daztek commented on July 27, 2024

I can't repro this, everything seems to be working as intended.

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mtijanic avatar mtijanic commented on July 27, 2024

Likewise. Closing.

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Morderon avatar Morderon commented on July 27, 2024

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Morderon avatar Morderon commented on July 27, 2024

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