In game kit switch...
Greener
Member Posts: 430
I am currently attempting to create Oriental Adventures - Rise of the Samurai
http://forum.baldursgate.com/discussion/34758/bgee-mod-oriental-adventures-rise-of-the-samurai#latest
and I'm trying to figure out how to code a kit switch once the parties reputation reaches 20
The NPC starts as a dishonoured Ronin with a debilitating 50% experience point penalty, but once the party reaches a reputation of 20, he becomes rehonored thus regaining his Samurai status, hence the kit switch
I believe there is a way to script this, but I'm unsure
Furthermore both the Ronin and Samurai kits are installed with the mod, thus I don't know if that impacts how to script the change.
For what it's worth I took a look at the Refinements mod which changes Imoen's kit to a Swashbuckler but I wasn't able to follow it through.
Any assistance would be appreciated
http://forum.baldursgate.com/discussion/34758/bgee-mod-oriental-adventures-rise-of-the-samurai#latest
and I'm trying to figure out how to code a kit switch once the parties reputation reaches 20
The NPC starts as a dishonoured Ronin with a debilitating 50% experience point penalty, but once the party reaches a reputation of 20, he becomes rehonored thus regaining his Samurai status, hence the kit switch
I believe there is a way to script this, but I'm unsure
Furthermore both the Ronin and Samurai kits are installed with the mod, thus I don't know if that impacts how to script the change.
For what it's worth I took a look at the Refinements mod which changes Imoen's kit to a Swashbuckler but I wasn't able to follow it through.
Any assistance would be appreciated
0
Comments
IF
InParty(Myself)
ReputationGT(Player1,19)
Global("SAMURAI_SWITCH","GLOBAL",0)
THEN
RESPONSE #100
SetGlobal("SAMURAI_SWITCH","GLOBAL",1)
AddKit(75)
END
Where the integer argument of AddKit (in the example: 75) is whatever number the Samurai kit has in KITLIST.2da.
I can't guarantee that the samurai kit will always be a set number as with the pre-installed kits