Monk as a kit?
Pantalion
Member Posts: 2,137
So I've seen it bandied about the place that Monk is an ability oriented class and that it could be turned into a kit on one of the other classes without much issue, yet at the same I've never seen such a thing done.
So... Would it be possible? I assume there would need to be compromises to account for the UI (replacing trapfinding and stealth with uses per day of Find Traps and Sanctuary or somesuch), or make it a Thief kit with massive negative penalties to pick pockets, detect illusions et al, but would it work with a non-monk avatar doing the punching, or are there parts to the class that are hardcoded that cannot be replicated?
So... Would it be possible? I assume there would need to be compromises to account for the UI (replacing trapfinding and stealth with uses per day of Find Traps and Sanctuary or somesuch), or make it a Thief kit with massive negative penalties to pick pockets, detect illusions et al, but would it work with a non-monk avatar doing the punching, or are there parts to the class that are hardcoded that cannot be replicated?
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Monk is a monk, not some filthy rogue. Unless you count, example, shaoling kung-fu masters as a rogues, which is just plain stupid.
From this foundation, Monk sub-kits would then simply be a matter of modifying the original Monk Kit to supply further bonuses and penalties and appending them to the parent class.
Excellent, thanks. Now I know it's not an exercise in futility at least.
So I've zero experience modding the BG engine and the very concept gives me nosebleeds, so forgive me for the twenty questions but:
I can see putting in the strings for the name and fluff easily enough, but would simply assigning a kit to use the Monk class 2DA handle the entirety/bulk of the actual abilities necessary, or would that not work since it's a primary class rather than a kit?
I can't see where the game handles item restrictions from base classes (I assume that's hardcoded), but with the Shapeshifter kit restriction would stop them from using armour, and making it a Thief base class would handle the weapon proficiencies, the helmet restriction, and everything except the Staff and Short Bow etc?
That leaves blocking out the ability to disarm traps, pick pockets, set snares.
A small bonus to THAC0 and attacks per round (would the Monk's Fist weapon handle that?), and the capacity for losing your offhand.
Thinking on it, would it be possible to just make a Monk (Kit)'s fist into a visible, but irremovable, primary hand weapon? This would just let them use their offhand and staves with one of their two weapon slots, or give them an offhand weapon attack whilst attacking with their fist in a primary slot.
http://www.shsforums.net/topic/7381-bg2-kit-creation/
You can see how to add monk abilities to your new, monk kit
There's also an "ability" you can use to disable the buttons you don't want (it'll grey them out ingame)
There was a database for all abilities but for the life of me I can't find it right now (if anyone knows what I'm talking about, I'd appreciate a link)
edit:
Found it
http://www.iesdp.info/
But it's probably not the best way to do it. The Psionics Unleashed mod makes the psion a fighter kit and yet has a wizard spellbook and spellcasting button. How they've done it, I have no idea but it's proof of concept
I'll give some hints: monk fist is handled via fistweap.2DA, monk AC bonuses are handled using monkbon.2DA.
Good luck locating those files in BGEE. Because you won't. Because it is handled internally.
Trying to import GemRB files to BGEE override won't do a thing, because these files cannot be overriden.
That's what I mean by 'hardcoded'...
However, this leaves one problem. That is, if one create an item onto the slot, then existing item goes into the inventory. And monk fist item is not removable, permanently wasting an inventory space. And the way BGEE handles if excess items are given is that if there is no space, the item gets dropped onto the ground. That may include monk fist item.
Well, good luck with that, but if you do find a solution, please let me know!
The fists are a little trickier though, I admit
I'm just thinking here, but shouldn't an applied ability using the opcode "Create Item in slot" to place the monk fists on the fist slot work?
Again, just speculating, haven't actually tried it
The fist is non removable and character cannot equip any item but since fighter comes with four weapon slots for the main hand that shouldn't be a problem....
What I'm afraid is that by using create item in slot, previous monk fist (which is otherwise non removable) will be forced into inventory slot, and if inventory slot is full, then the newly acquired monk fist will be dropped onto the ground. Perhaps using remove item opcode to remove previous monkfist items from a character might help, but one needs to make sure remove item opcode activates BEFORE adding monkfist opcode works.... Hmmm might be worth a try...
Create item in slot will happily overwrite the existing item in the slot.