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Old 05-25-2009, 11:16 PM
blackdragonsdg
Dragon
 
Join Date: Dec 2008
Location: Tennessee
Posts: 656
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Yes, that will work Trev and it can actually be done within the game world with #incstat 0 2 or #statinc 0 2 or something like that. Also in SoF I think that one could alter the starting stats table in SoFCharCreateData.h and achieve the same goal.
This still doesn't change the max value of a given stat that a character can reach with items. Right now it is at 430 even in SoF due to the missing aa tables in the emulator.

Altering the client_mods.cpp file so that you gain +10 to each stat at level up has no effect as there seems to be a redundant calculation some where else in the code.

I managed to gain a temporary stat cap increase by altering the aa's planar power and chaotic potential but as soon as the character zones it is reverted back to 430 due to that calculation I can't seem to find. Even changing the max level that is trainable in those aa's doesn't work as it just freezes the aa window.
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