My Warlock mod is rather close to release now but I am facing a couple of issues and I was hoping you could help me solving them. It shouldn't take long, as they are certainly due to some misunderstanding on how to use this or that function/OPcode
I use a dialogue to allow the user to choose the invocations they want when they level up, much like the @Artemius_I 's Shadow Adept mod, and local variables to determine whether the user can learn invocations. These local variables are incremented upon level up thanks to an AP_Spell. Here are the issues I face: BG:EE : Apparently none. I have not been through extensive testing and playing though, just leveled up using console. Feel free to test if you want to (don't mind balance for now, I know the kit is too powerful when you get a couple of levels).
SoD: only one or less of the available options display during dialogue, as shown in the screenshots. When one appears I can choose whatever spell should be available using digit keys, as you would select options in a normal dialogue, but they just don't display. When none appears I'm just stuck in the dialogue, with the "End Dialogue" Option being clickable but doing nothing when I click it. Joined two screenshots to show you what it looks like. This bug really blows my mind as I really, really don't have any idea why it behaves thus, and it only happens with the SoD install...
SoD and BG2:EE : When leveling multiple levels at once (for example on character creation), the variables determining how many invocations I can learn are only incremented once. So for example upon creation in SoD, the Warlock is supposed to be level 7, and thus have the possibility to choose 3 Least Invocations, but it can only choose one. Artemius told me this was due to the OPcode "set local variable" being buggy when you try incrementing variables multiple times at once. As of now I have thought of two workarounds, but if anyone thinks of something more convenient or a way to solve the problem without changing the system, pray tell:
Stopping using variables to stock the number of spells that can be learnt and simply using an on-level-up spell that triggers a dialogue when I need to, with only the choice possibility of choosing an invocation of the appropriate level. This might be a tad tedious when you start directly in ToB as you would have a lot of dialogues but at least it should work. OR incrementing them once at a time, with a 1 sec delay between each incrementation (a 4sec delay total at most, seems reasonable) and then triggering the dialogue another sec after (a 4sec delay total at most, seems reasonable).
BG2EE: HLA table doesn't work, meaning I just can't choose HLAs when I level up past 3M exp, the button "Abilities" is gray and not clickable. This might be something very stupid I did but I just can't put my finger on it.
I've joined a zip with the files of the mod, if anyone can take a look.
SoD: only one or less of the available options display during dialogue, as shown in the screenshots. When one appears I can choose whatever spell should be available using digit keys, as you would select options in a normal dialogue, but they just don't display. When none appears I'm just stuck in the dialogue, with the "End Dialogue" Option being clickable but doing nothing when I click it. Joined two screenshots to show you what it looks like. This bug really blows my mind as I really, really don't have any idea why it behaves thus, and it only happens with the SoD install...
Cannot reproduce, can only suspect UI-mod conflict or modmerge related.
SoD and BG2:EE : When leveling multiple levels at once (for example on character creation), the variables determining how many invocations I can learn are only incremented once. So for example upon creation in SoD, the Warlock is supposed to be level 7, and thus have the possibility to choose 3 Least Invocations, but it can only choose one. Artemius told me this was due to the OPcode "set local variable" being buggy when you try incrementing variables multiple times at once. As of now I have thought of two workarounds, but if anyone thinks of something more convenient or a way to solve the problem without changing the system, pray tell:
Stopping using variables to stock the number of spells that can be learnt and simply using an on-level-up spell that triggers a dialogue when I need to, with only the choice possibility of choosing an invocation of the appropriate level. This might be a tad tedious when you start directly in ToB as you would have a lot of dialogues but at least it should work. OR incrementing them once at a time, with a 1 sec delay between each incrementation (a 4sec delay total at most, seems reasonable) and then triggering the dialogue another sec after (a 4sec delay total at most, seems reasonable).
I don't remember having this issue(though I can reproduce it), and I eventually abandoned this method because the CLAB was getting to crowded. Instead I expanded my dialog to account for level ranges, and only adjusted variables when spells were gained/lost. For example, Least Invocations: LevelGT(0) LevelLT(2) GlobalLT(1) // Level 1-2, no Invocations of this tier LevelGT(1) LevelLT(4) GlobalLT(2) // Level 3-4, one or fewer Invocations of this tier LevelGT(3) LevelLT(41) GlobalLT(3) // Level 4+, two or fewer Invocations of this tier Gaining an invocation would raise that tiers variable, giving up an invocation(to replace) would lower that tiers variable.
BG2EE: HLA table doesn't work, meaning I just can't choose HLAs when I level up past 3M exp, the button "Abilities" is gray and not clickable. This might be something very stupid I did but I just can't put my finger on it.
The MIN_LEV column is only for Multiclasses, for Single-class kits the value needs to be '1'.
SoD: only one or less of the available options display during dialogue, as shown in the screenshots. When one appears I can choose whatever spell should be available using digit keys, as you would select options in a normal dialogue, but they just don't display. When none appears I'm just stuck in the dialogue, with the "End Dialogue" Option being clickable but doing nothing when I click it. Joined two screenshots to show you what it looks like. This bug really blows my mind as I really, really don't have any idea why it behaves thus, and it only happens with the SoD install...
Cannot reproduce, can only suspect UI-mod conflict or modmerge related.
Weird, I'm pretty sure I installed it on a clean SoD. I will redownload it and try again then. But at least if you can't reproduce the bug then it means it's my install that's faulty. TY for testing.
EDIT: After reinstalling it I no longer had the issue.
SoD and BG2:EE : When leveling multiple levels at once (for example on character creation), the variables determining how many invocations I can learn are only incremented once. So for example upon creation in SoD, the Warlock is supposed to be level 7, and thus have the possibility to choose 3 Least Invocations, but it can only choose one. Artemius told me this was due to the OPcode "set local variable" being buggy when you try incrementing variables multiple times at once. As of now I have thought of two workarounds, but if anyone thinks of something more convenient or a way to solve the problem without changing the system, pray tell:
Stopping using variables to stock the number of spells that can be learnt and simply using an on-level-up spell that triggers a dialogue when I need to, with only the choice possibility of choosing an invocation of the appropriate level. This might be a tad tedious when you start directly in ToB as you would have a lot of dialogues but at least it should work. OR incrementing them once at a time, with a 1 sec delay between each incrementation (a 4sec delay total at most, seems reasonable) and then triggering the dialogue another sec after (a 4sec delay total at most, seems reasonable).
I don't remember having this issue(though I can reproduce it), and I eventually abandoned this method because the CLAB was getting to crowded. Instead I expanded my dialog to account for level ranges, and only adjusted variables when spells were gained/lost. For example, Least Invocations: LevelGT(0) LevelLT(2) GlobalLT(1) // Level 1-2, no Invocations of this tier LevelGT(1) LevelLT(4) GlobalLT(2) // Level 3-4, one or fewer Invocations of this tier LevelGT(3) LevelLT(41) GlobalLT(3) // Level 4+, two or fewer Invocations of this tier Gaining an invocation would raise that tiers variable, giving up an invocation(to replace) would lower that tiers variable.
I'll probably go for a different system then. Yours is interesting but the one I feel will be the easiest for me, given what I know about modding, will be my second workaround.
BG2EE: HLA table doesn't work, meaning I just can't choose HLAs when I level up past 3M exp, the button "Abilities" is gray and not clickable. This might be something very stupid I did but I just can't put my finger on it.
The MIN_LEV column is only for Multiclasses, for Single-class kits the value needs to be '1'.
Ty for the info, now this works perfectly.
Thank you for your very helpful (and very fast) answer.
An official release should come by the end of the week-end, if anyone's interested.
I think I read somewhere that it was not possible to make wizard kits. To be more accurate: the only way of doing so was giving up on some of the vanilla "kits".
I think I read somewhere that it was not possible to make wizard kits. To be more accurate: the only way of doing so was giving up on some of the vanilla "kits".
Is it true?
I think you can in ee (though, they won't show up in character creation in SoD as that version does not have a scroll bar.) You could always create a wizard kit, but the problem was that there was that the engine would ignore any k_x_y assignments and so it wasn't possible to pick the class at character creation.
But, otherwise, you could always create a kit and assign it by script (which would work seamlessly for npcs-- less so for player created characters).
Anyway, it should work fine in the ee engines ( minus SoD...)
Does anyone know to how many lines one can write in a CLAB file? And what's the limit number of kits? I heard about 256 but would appreciate a confirmation
I had a few questions concerning Sorcerers and how they pick spells:
I made a few tests concerning these tables, and apparently it checks whether you actually KNOW the spell you want to pick to decide whether it is available for picking, rather than checking if you have picked it in the past. So if you picked the spell, and somehow forgot it and then get to choose another spell from that level, you will be able to pick and relearn the aforementioned spell. Can anyone confirm that this is correct?
Alternatively, is there a way to make a Sorcerer kit pick spells from a custom table of spells rather than the usual one? I meant not to modify the table for ALL sorcerer kits, but only for one kit that would pick from that table.
I made a few tests concerning these tables, and apparently it checks whether you actually KNOW the spell you want to pick to decide whether it is available for picking, rather than checking if you have picked it in the past. So if you picked the spell, and somehow forgot it and then get to choose another spell from that level, you will be able to pick and relearn the aforementioned spell. Can anyone confirm that this is correct?
That's correct, the game does not store which spells you pick, only those you know. It also does not compare how many you know either, if you cheat yourself some extra spells, you will still get to pick additional ones as normal when you level up.
As for custom spell tables, no. The most you can do through the level up screen is assign specialist kit flags to prevent their opposition schools from appearing. Making custom spell choice tables for sorcerers/shamans usually involves removing the level-up selection entirely, and making the selection through other means (dialogue, subspell menus, etc...).
Alternatively, is there a way to make a Sorcerer kit pick spells from a custom table of spells rather than the usual one? I meant not to modify the table for ALL sorcerer kits, but only for one kit that would pick from that table.
Only way is to trash the vanilla system entirely (I think, set the known spells to 0 in every column of the .2da file) and re-create it from the ground up with a dialogue-based version. This would be some work, and it's a bit finicky, but Aquadrizzt has done it in Tome & Blood. This gives you ultimate control over which spells can be chosen by which kit. But it affects all sorcerers so it would need to be applied universally.
Certainly far too complicated and beyond the scope of a mere kit mod. By the way, is the file you are talking about the "HIDESPL.2da" file? That's what I could find that looks the most like your description but not all spells are present.
I'm working on a basic Archer kit for paladins and fighters, and while the mod installs without any warnings, the kit shows up as a mage kit instead of a fighter kit. I'm working with an unmodded v2.5 BG2:EE and BG:EE+SoD with ModMerge.
This is the full TP2 I'm using. Currently the paladin section is commented out. Anyone know why the installer thinks it's a mage kit? @kjeron? @subtledoctor?
/* * This mod does not use any chapter checks * ALWAYS ACTION_IF GAME_IS ~eet~ BEGIN OUTER_SET bg2_chapter = 12 END ELSE BEGIN OUTER_SET bg2_chapter = 0 END OUTER_FOR (i=1; i<=10; i=i+1) BEGIN OUTER_SET bg2_chapter = bg2_chapter + 1 OUTER_SPRINT name_source ~bg2_chapter_%i%~ OUTER_SET EVAL ~%name_source%~ = bg2_chapter END END */
LANGUAGE ~English~ ~English~ ~UniversalArcherKit/tra/English/UniversalArcherKit.tra~
BEGIN "Universal Archer Kit" // INCLUDE "UniversalArcherKit/lib/fl#add_kit_ee.tpa"
SAY ~archer~ SAY ~Archer~ SAY ~ARCHER: The Archer is the epitome of skill with the bow—the ultimate marks<PRO_MANWOMAN>, able to make almost any shot, no matter how difficult. To become so skilled with the bow, the Archer has had to sacrifice some of proficiency with melee weapons and armor.
Advantages: – +1 to hit and damage rolls with any missile weapon every 3 levels. – May achieve Grand Mastery (5 slots) in longbows, shortbows, and crossbows. – May use the Called Shot ability once per day. Gains one use at level 4 and an additional use every 4 levels thereafter.
CALLED SHOT: All successful ranged attacks within the next 10 seconds have the following cumulative effects besides normal damage, according to the level of the Archer: 4th level: -1 penalty to target's THAC0. 8th level: -1 penalty to target's Saving Throws vs. Spell. 12th level: -1 penalty to the target's Strength score. 16th level: +2 bonus to damage roll.
Disadvantages: – May only wear leather, studded leather, and hide armor. – May only become Proficient (one slot) with melee weapons. ~
LAF fl#add_kit_ee INT_VAR biography = RESOLVE_STR_REF (~~) briefdesc = RESOLVE_STR_REF (~ARCHER: The Archer is the epitome of skill with the bow—the ultimate marks, able to make almost any shot, no matter how difficult. To become so skilled with the bow, the Archer has had to sacrifice some of proficiency with melee weapons and armor.~) STR_VAR kit_name = ~USAF00~ clswpbon = ~1 0 2~ numwslot = ~4~ clascolr = ~30 91 93 23 93~ hpclass = ~HPWAR~ clsrcreq = ~1 1 1 1 1 1 1~ clasthac = ~0~ END
SAY ~archer~ SAY ~Archer~ SAY ~ARCHER: The Archer is the epitome of skill with the bow—the ultimate marks, able to make almost any shot, no matter how difficult. To become so skilled with the bow, the Archer has had to sacrifice some of proficiency with melee weapons and armor.
Advantages: – +1 to hit and damage rolls with any missile weapon every 3 levels. – May achieve Grand Mastery (5 slots) in longbows, shortbows, and crossbows. – May use the Called Shot ability once per day. Gains one use at level 4 and an additional use every 4 levels thereafter.
CALLED SHOT: All successful ranged attacks within the next 10 seconds have the following cumulative effects besides normal damage, according to the level of the Archer: 4th level: -1 penalty to target's THAC0. 8th level: -1 penalty to target's Saving Throws vs. Spell. 12th level: -1 penalty to the target's Strength score. 16th level: +2 bonus to damage roll.
Disadvantages: – May only wear leather, studded leather, and hide armor. – May only become Proficient (one slot) with melee weapons. ~
LAF fl#add_kit_ee INT_VAR biography = RESOLVE_STR_REF (~~) briefdesc = RESOLVE_STR_REF (~ARCHER: The Archer is the epitome of skill with the bow—the ultimate marks, able to make almost any shot, no matter how difficult. To become so skilled with the bow, the Archer has had to sacrifice some of proficiency with melee weapons and armor.~) STR_VAR kit_name = ~USAP00~ clswpbon = ~1 0 2~ numwslot = ~3~ clascolr = ~25 28 57 2 24~ hpclass = ~HPWAR~ clsrcreq = ~1 1 1 1 1 1 1~ clasthac = ~0~ END */
So now there are three mods that add an Archer kit for fighters that behaves just like the original game: (1) a component in Tactics, (2) Might and Guile, and (3) the Universal Archer Kit mod.
Some questions about the Fallen mechanics, if I may:
1) Using this coding above in my Undead Predator made i) the kit name disappear from the Character Sheet Screen and ii) the string shows as Lost Class: Ranger instead of Lost Class: Undead Predator. And the Character Sheet Screen shows "Ranger" instead of "Fallen Ranger" as it was supposed to do.
Actually, if I put any of the info from the INT_VAR field the kit's name and description vanishes from the character sheet (they only show up at character creation).
Anyone knows why this is happening and how to fix it?
2) Is it possible to make a Fighter kit that can Fall? If so, how do I do it?
The hardest part would be delving into the umpteen fights and quests and scenarios in the game and scripting their effects on your karma.
This is exactly the kind of things I was thinking of when I said I was not sure it would work fine: a lot of coding through all the game quests (scripts and dialogues). Not impossible, but a huge amount of work.
Using the following code I had no success. The message still is "Lost Class: Ranger" and the Character Sheet shows "Undead Predator" instead of "Fallen Undead Predator".
Am I doing something wrong?
// EE : Workaround to display the correct fallen status in character screens (provided by Gwendolyne) // -------------------------------------------------------------------------- ACTION_IF (FILE_EXISTS_IN_GAME ~clastext.2da~) BEGIN ACTION_CLEAR_ARRAY GW_Fallen_Kits ACTION_DEFINE_ASSOCIATIVE_ARRAY GW_Fallen_Kits BEGIN 100, 101 => RAUP // @100 undead predator @101 Undead Predator END ACTION_PHP_EACH GW_Fallen_Kits AS GW_kits => GW_kit_name BEGIN COPY_EXISTING - ~clastext.2da~ ~override~ COUNT_2DA_COLS cols // amount of columns READ_2DA_ENTRIES_NOW kittable cols // read all file into memory FOR (row = 1 ; row < kittable ; ++row) BEGIN // iterate over rows READ_2DA_ENTRY_FORMER kittable row 0 ~kit_name~ // read column value PATCH_IF ~%kit_name%~ STRING_EQUAL_CASE ~%GW_kit_name%~ BEGIN READ_2DA_ENTRY_FORMER kittable row 1 kit_classid READ_2DA_ENTRY_FORMER kittable row 2 kit_kitid READ_2DA_ENTRY_FORMER kittable row 4 kit_desc READ_2DA_ENTRY_FORMER kittable row 6 kit_bio READ_2DA_ENTRY_FORMER kittable row 8 kit_briefdesc SET patch_lower = RESOLVE_STR_REF ((AT %GW_kits_0%)) SET patch_mixed = RESOLVE_STR_REF ((AT %GW_kits_1%)) SET patch_fallen = 1 SET patch_fallen_notice = "-1" SPRINT patch_clastext "FALLEN_%GW_kit_name% %kit_classid% %kit_kitid% %patch_lower% %kit_desc% %patch_mixed% %kit_bio% %patch_fallen% %kit_briefdesc% %patch_fallen_notice%" i = kittable INNER_ACTION BEGIN APPEND clastext.2da "%patch_clastext%" UNLESS "FALLEN_%GW_kit_name%" END END END END ACTION_CLEAR_ARRAY GW_Fallen_Kits END
PS: Did two tests with this code with and without the INT_VAR block of code, both tests gave me the same result.
Strange. I use this code for a while and it works fine with my kits. Here is a screenshot when a Diamond Knight (Chevalier de Diamant) becomes "fallen" (déchu):
But I remember having huge headaches when I did not understand why the fallen status did not display well in the screenshot. I did a few tests with the INT_VAR variables and I came to that: if you want to display the fallen status, don't use fallen = 1 with LAF fl#add_kit_ee.
I will try my code with your mod tonight. Maybe you missed something.
Comments
My Warlock mod is rather close to release now but I am facing a couple of issues and I was hoping you could help me solving them. It shouldn't take long, as they are certainly due to some misunderstanding on how to use this or that function/OPcode
I use a dialogue to allow the user to choose the invocations they want when they level up, much like the @Artemius_I 's Shadow Adept mod, and local variables to determine whether the user can learn invocations. These local variables are incremented upon level up thanks to an AP_Spell.
Here are the issues I face:
BG:EE : Apparently none. I have not been through extensive testing and playing though, just leveled up using console. Feel free to test if you want to (don't mind balance for now, I know the kit is too powerful when you get a couple of levels).
SoD: only one or less of the available options display during dialogue, as shown in the screenshots. When one appears I can choose whatever spell should be available using digit keys, as you would select options in a normal dialogue, but they just don't display. When none appears I'm just stuck in the dialogue, with the "End Dialogue" Option being clickable but doing nothing when I click it. Joined two screenshots to show you what it looks like. This bug really blows my mind as I really, really don't have any idea why it behaves thus, and it only happens with the SoD install...
SoD and BG2:EE : When leveling multiple levels at once (for example on character creation), the variables determining how many invocations I can learn are only incremented once. So for example upon creation in SoD, the Warlock is supposed to be level 7, and thus have the possibility to choose 3 Least Invocations, but it can only choose one. Artemius told me this was due to the OPcode "set local variable" being buggy when you try incrementing variables multiple times at once. As of now I have thought of two workarounds, but if anyone thinks of something more convenient or a way to solve the problem without changing the system, pray tell:
Stopping using variables to stock the number of spells that can be learnt and simply using an on-level-up spell that triggers a dialogue when I need to, with only the choice possibility of choosing an invocation of the appropriate level. This might be a tad tedious when you start directly in ToB as you would have a lot of dialogues but at least it should work.
OR incrementing them once at a time, with a 1 sec delay between each incrementation (a 4sec delay total at most, seems reasonable) and then triggering the dialogue another sec after (a 4sec delay total at most, seems reasonable).
BG2EE: HLA table doesn't work, meaning I just can't choose HLAs when I level up past 3M exp, the button "Abilities" is gray and not clickable. This might be something very stupid I did but I just can't put my finger on it.
I've joined a zip with the files of the mod, if anyone can take a look.
For example, Least Invocations:
LevelGT(0) LevelLT(2) GlobalLT(1) // Level 1-2, no Invocations of this tier
LevelGT(1) LevelLT(4) GlobalLT(2) // Level 3-4, one or fewer Invocations of this tier
LevelGT(3) LevelLT(41) GlobalLT(3) // Level 4+, two or fewer Invocations of this tier
Gaining an invocation would raise that tiers variable, giving up an invocation(to replace) would lower that tiers variable. The MIN_LEV column is only for Multiclasses, for Single-class kits the value needs to be '1'.
EDIT: After reinstalling it I no longer had the issue. I'll probably go for a different system then. Yours is interesting but the one I feel will be the easiest for me, given what I know about modding, will be my second workaround. Ty for the info, now this works perfectly.
Thank you for your very helpful (and very fast) answer.
An official release should come by the end of the week-end, if anyone's interested.
I think I read somewhere that it was not possible to make wizard kits. To be more accurate: the only way of doing so was giving up on some of the vanilla "kits".
Is it true?
But, otherwise, you could always create a kit and assign it by script (which would work seamlessly for npcs-- less so for player created characters).
Anyway, it should work fine in the ee engines ( minus SoD...)
I intend to make more four kits in the same line "I hate undead":
1) The Deathslayer (a wizard kit from the Complete Book of Necromancer)
2) The Purifier, a druid kit focused on fighting unnatural beings (will try to work around the opcode that rules the Root of All Problems)
3) The Doomguide of Kelemvor, a priest devoted to giving the undeads their peace.
4) The Requiem Chorist, a bard kit with special songs to put the undead back in their graves.
Would go for a Thief kit too, but M&G's Tomb Runner does the trick. Too bad it's a kit for F/T only.
That's the result of over fifteen years playing in the Ravenloft scenario.
And what's the limit number of kits? I heard about 256 but would appreciate a confirmation
I had a few questions concerning Sorcerers and how they pick spells:
I made a few tests concerning these tables, and apparently it checks whether you actually KNOW the spell you want to pick to decide whether it is available for picking, rather than checking if you have picked it in the past. So if you picked the spell, and somehow forgot it and then get to choose another spell from that level, you will be able to pick and relearn the aforementioned spell. Can anyone confirm that this is correct?
Alternatively, is there a way to make a Sorcerer kit pick spells from a custom table of spells rather than the usual one? I meant not to modify the table for ALL sorcerer kits, but only for one kit that would pick from that table.
TY for helping me!
It also does not compare how many you know either, if you cheat yourself some extra spells, you will still get to pick additional ones as normal when you level up.
As for custom spell tables, no. The most you can do through the level up screen is assign specialist kit flags to prevent their opposition schools from appearing. Making custom spell choice tables for sorcerers/shamans usually involves removing the level-up selection entirely, and making the selection through other means (dialogue, subspell menus, etc...).
I have (I think) same problem you had:
I used the guide to make a (fighter) kit of mine, but the record screen displays the base fighter description...
I installed it on a fresh EET...
I have no idea where to seek now...
Edit: It is on my end, or has a link with EET... because i tried again with my base bg2EE and everything worked...
The LAF from my Circle Enforcer follows as an example:
This is the full TP2 I'm using. Currently the paladin section is commented out. Anyone know why the installer thinks it's a mage kit? @kjeron? @subtledoctor?
BACKUP ~UniversalArcherKit/backup~
AUTHOR ~ced2168@columbia.edu~
VERSION ~1.0~
//MODDER
AUTO_TRA ~UniversalArcherKit/tra/%s~
/*
* This mod does not use any chapter checks
*
ALWAYS
ACTION_IF GAME_IS ~eet~ BEGIN
OUTER_SET bg2_chapter = 12
END ELSE BEGIN
OUTER_SET bg2_chapter = 0
END
OUTER_FOR (i=1; i<=10; i=i+1) BEGIN
OUTER_SET bg2_chapter = bg2_chapter + 1
OUTER_SPRINT name_source ~bg2_chapter_%i%~
OUTER_SET EVAL ~%name_source%~ = bg2_chapter
END
END
*/
LANGUAGE ~English~
~English~
~UniversalArcherKit/tra/English/UniversalArcherKit.tra~
BEGIN "Universal Archer Kit" //
INCLUDE "UniversalArcherKit/lib/fl#add_kit_ee.tpa"
ADD_KIT ~USAF00~
~USAF00 1 1 1 1 1 1 1 1~
~USAF00 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 5 5 5 2 2 1 1 1 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
~USAF00 9 0 0 0 0 0~
~USAF00 0 0 0 0 0 0~
~USAF00 15 0 0 0 0 0~
~USAF00 15 0 0 0 0 0~
~USAF00 1 1 1 1 1 1 1 1 1~
~USAF00 0 1 1 1 1 0~
~UniversalArcherKit/CLABUSAF.2da~
~K_M_H K_M_D K_M_G K_M_E K_M_HE K_M_HL K_M_HO~
~0x00008000 2~
~FI0~
~LEAT14 * HELM07 BAG24 RING06 RING31 CLCK02 BOOT01 AMUL19 BRAC16 BELT06 AROW11,40 BULL03,40 BOLT06,40 POTN52,5 POTN04,2 POTN14,5 HAMM07 SW1H39 STAF08~
SAY ~archer~
SAY ~Archer~
SAY ~ARCHER: The Archer is the epitome of skill with the bow—the ultimate marks<PRO_MANWOMAN>, able to make almost any shot, no matter how difficult. To become so skilled with the bow, the Archer has had to sacrifice some of proficiency with melee weapons and armor.
Advantages:
– +1 to hit and damage rolls with any missile weapon every 3 levels.
– May achieve Grand Mastery (5 slots) in longbows, shortbows, and crossbows.
– May use the Called Shot ability once per day. Gains one use at level 4 and an additional use every 4 levels thereafter.
CALLED SHOT: All successful ranged attacks within the next 10 seconds have the following cumulative effects besides normal damage, according to the level of the Archer:
4th level: -1 penalty to target's THAC0.
8th level: -1 penalty to target's Saving Throws vs. Spell.
12th level: -1 penalty to the target's Strength score.
16th level: +2 bonus to damage roll.
Disadvantages:
– May only wear leather, studded leather, and hide armor.
– May only become Proficient (one slot) with melee weapons.
~
LAF fl#add_kit_ee
INT_VAR
biography = RESOLVE_STR_REF (~~)
briefdesc = RESOLVE_STR_REF (~ARCHER: The Archer is the epitome of skill with the bow—the ultimate marks, able to make almost any shot, no matter how difficult. To become so skilled with the bow, the Archer has had to sacrifice some of proficiency with melee weapons and armor.~)
STR_VAR
kit_name = ~USAF00~
clswpbon = ~1 0 2~
numwslot = ~4~
clascolr = ~30 91 93 23 93~
hpclass = ~HPWAR~
clsrcreq = ~1 1 1 1 1 1 1~
clasthac = ~0~
END
/*
ADD_KIT ~USAP00~
~USAP00 1 1 1 1 1 1 1 1~
~USAP00 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 5 5 5 2 2 1 1 1 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
~USAP00 12 0 0 0 12 17~
~USAP00 0 0 0 0 0 0~
~USAP00 0 0 0 0 0 0~
~USAP00 0 0 0 0 0 0~
~USAP00 1 0 0 0 0 0 0 0 0~
~USAP00 0 0 0 0 0 0~
~UniversalArcherKit/CLABUSAP.2da~
~K_M_H K_M_D K_M_G K_M_E K_M_HE K_M_HL K_M_HO~
~0x00008000 6~
~PA0~
~LEAT14 * HELM07 BAG24 RING06 RING31 CLCK02 BOOT01 AMUL19 BRAC16 BELT06 AROW11,40 BULL03,40 BOLT06,40 POTN52,5 POTN04,2 POTN14,5 HAMM07 SW1H39 STAF08~
SAY ~archer~
SAY ~Archer~
SAY ~ARCHER: The Archer is the epitome of skill with the bow—the ultimate marks, able to make almost any shot, no matter how difficult. To become so skilled with the bow, the Archer has had to sacrifice some of proficiency with melee weapons and armor.
Advantages:
– +1 to hit and damage rolls with any missile weapon every 3 levels.
– May achieve Grand Mastery (5 slots) in longbows, shortbows, and crossbows.
– May use the Called Shot ability once per day. Gains one use at level 4 and an additional use every 4 levels thereafter.
CALLED SHOT: All successful ranged attacks within the next 10 seconds have the following cumulative effects besides normal damage, according to the level of the Archer:
4th level: -1 penalty to target's THAC0.
8th level: -1 penalty to target's Saving Throws vs. Spell.
12th level: -1 penalty to the target's Strength score.
16th level: +2 bonus to damage roll.
Disadvantages:
– May only wear leather, studded leather, and hide armor.
– May only become Proficient (one slot) with melee weapons.
~
LAF fl#add_kit_ee
INT_VAR
biography = RESOLVE_STR_REF (~~)
briefdesc = RESOLVE_STR_REF (~ARCHER: The Archer is the epitome of skill with the bow—the ultimate marks, able to make almost any shot, no matter how difficult. To become so skilled with the bow, the Archer has had to sacrifice some of proficiency with melee weapons and armor.~)
STR_VAR
kit_name = ~USAP00~
clswpbon = ~1 0 2~
numwslot = ~3~
clascolr = ~25 28 57 2 24~
hpclass = ~HPWAR~
clsrcreq = ~1 1 1 1 1 1 1~
clasthac = ~0~
END
*/
~K_P_X~ is for paladins
~K_F_X~ fighters
~K_T_X~ thieves
etc...
each is listed in KITTABLE.2da.
1) Using this coding above in my Undead Predator made i) the kit name disappear from the Character Sheet Screen and ii) the string shows as Lost Class: Ranger instead of Lost Class: Undead Predator. And the Character Sheet Screen shows "Ranger" instead of "Fallen Ranger" as it was supposed to do.
Actually, if I put any of the info from the INT_VAR field the kit's name and description vanishes from the character sheet (they only show up at character creation).
Anyone knows why this is happening and how to fix it?
2) Is it possible to make a Fighter kit that can Fall? If so, how do I do it?
Thanks!
2) I don't think it is possible without scripting it. And even in this case, I am not sure it would work fine.
In which part of the file this code enters? Should I remove the INT_VAR entries or those work together with your code?
Thanks!
This is how the code should look like?
RAUP is the intern name of the Undead Predator: That's it?
Just change the array line: GW is my registered prefix and I use it even with my functions and macros.
Edit: write this code AFTER your ADD_KIT bloc.
@subtledoctor:
This is exactly the kind of things I was thinking of when I said I was not sure it would work fine: a lot of coding through all the game quests (scripts and dialogues). Not impossible, but a huge amount of work.
Using the following code I had no success. The message still is "Lost Class: Ranger" and the Character Sheet shows "Undead Predator" instead of "Fallen Undead Predator".
Am I doing something wrong?
PS: Did two tests with this code with and without the INT_VAR block of code, both tests gave me the same result.
Thanks
But I remember having huge headaches when I did not understand why the fallen status did not display well in the screenshot. I did a few tests with the INT_VAR variables and I came to that: if you want to display the fallen status, don't use fallen = 1 with LAF fl#add_kit_ee.
I will try my code with your mod tonight. Maybe you missed something.