IFireflyl wrote: ↑Fri Dec 01, 2017 11:18 pm
Just an FYI, I found a minor issue that one of these scripts will cause with the game.
This is when you get to the:
Cardianon Mothership
I had the table up for a while. When you get the Thunder Ring something is causing it to start with 0 charges. I restarted the game without starting CE and the Thunder Ring started with 2 charges like it should. Starting with 0 charges will cause you to not be able to advance in the game, so do not save after getting the Thunder Ring until you use it for the first time.
I had the same problem with the Fire Ring (since you can charge it right there it's no big deal). Except I had on the 'found item multiplier' and wound up with 2 rings. There was also the issue with another key item:
the shining stones in the Lemuris tower would all be used if you had the 'found item multiplier' on when using the stones
If I had to GUESS, I would say any scripts affecting items, either when it comes to using or finding, will 'break' certain key items, either by not giving you any charges, like the rings, or by removing all of them when you use one (see spoiler). Not all of the items are removed after you turn in a key item for a quest either. Haven't gotten far enough to see if it's a problem down the road.
When/If there's an Inventory Modifier added to the table the extra items can be dealt with. I know in the meantime that Drummer added the ability to give characters skills so the ring issue could be avoided so long as you use the Shop Editor too.
There's a skill Lymle gets that allows you to charge the rings on the fly with Disintegration Stones.