Questions about the Infinity Engine and Kits.
Mordeus
Member Posts: 460
I've decided to get into modding for BG and through reading up on the class interface I started to get some fairly complex questions forming in my head. They aren't related to the beginner level stuff I'm doing but really just out of curiosity for what could be done in the future.
Firstly would it be possible to swap out of the Barbarian and move it under the Fighter kits leaving that space open in the interface? (The Barbarian would have to somehow be disabled from being a dual-class or not...)
I'm wondering about this because if it could be done, then that spare slot vacated by the Barbarian could be used to store a 'duplicate' of a core class like the Mage. So you'd have two Mages in the interface, one with the 9 specialists and one with 9 spare slots for kits? Or possibly it could be used by Overhaul to insert an original core class of their own?
Or are the classes in the interface so hardcoded that it would be a nightmare to accomplish?
And secondly if I was to create a kit based on the Cleric, could I move it to fit amongst the list of Druid kits? And if so could I make a kit based on say the Cleric/Thief with the same button layout and use that amongst the list of Druids?
atm, I'm going to stick to creating straight forwards Kits but I just want to know if it is possible to do the above workarounds. Afterall the Barbarian, Sorceror and Monk were created by tricking the engine.
Just one more question that came to mind, that I haven't found an answer to before. If Barbarians were created from a Fighter base, and Sorcerors from a Mage base.... what class base was the Monk created from?
Firstly would it be possible to swap out of the Barbarian and move it under the Fighter kits leaving that space open in the interface? (The Barbarian would have to somehow be disabled from being a dual-class or not...)
I'm wondering about this because if it could be done, then that spare slot vacated by the Barbarian could be used to store a 'duplicate' of a core class like the Mage. So you'd have two Mages in the interface, one with the 9 specialists and one with 9 spare slots for kits? Or possibly it could be used by Overhaul to insert an original core class of their own?
Or are the classes in the interface so hardcoded that it would be a nightmare to accomplish?
And secondly if I was to create a kit based on the Cleric, could I move it to fit amongst the list of Druid kits? And if so could I make a kit based on say the Cleric/Thief with the same button layout and use that amongst the list of Druids?
atm, I'm going to stick to creating straight forwards Kits but I just want to know if it is possible to do the above workarounds. Afterall the Barbarian, Sorceror and Monk were created by tricking the engine.
Just one more question that came to mind, that I haven't found an answer to before. If Barbarians were created from a Fighter base, and Sorcerors from a Mage base.... what class base was the Monk created from?
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Comments
2. Druid kit using cleric book? Spell books are hard coded. Workaround is possible (as demonstrated in Druidic sorcerer kit) but it is very messy, time consuming very work intensive. I wouldn't recommend it.
3. Druid/Thief - nope. Spell books and quickslots are hard coded.
3. Monks are their own class. It's basically amalgamation of fighter, cleric and thief with hard coded progression in regards to fist weapon, attacks per round, missile deflection bonus, and base AC bonus. It even uses its own HP dice roll during level up, unlike Barbarian who works around HP dice roll for warriors.