Looking for help making a Multiclass -> kit. (i.e. CN Fighter/Cleric -> Battle Priest of Tempus)
Abdel_Adrian
Member Posts: 430
I know you can have a single kit on a multiclass character pretty easily with the help of EEKeeper, but I'd like to turn certain multiclasses into specific kits of their own.
Rather than making a F/C multi and having to pick between Berserker and Priest of Tempus, I'd like a way to check things like race and alignment, maybe level too, and then convert a multiclass into a single kit - ideally with one xp progression under that single kit's name.
@subtledoctor I vaguely recall you mentioning something like this. That you have some way of assigning a single kit to a multiclass in-game, like a new class, using a book or a summoned monster or something. Whether it be an item or NPC, do you know how to do this?
Rather than keep my custom kits the way they are, I'd love for them to be able to buy a book and go from a M/T to a Trickster and whatnot.
Thanks in advance!
Rather than making a F/C multi and having to pick between Berserker and Priest of Tempus, I'd like a way to check things like race and alignment, maybe level too, and then convert a multiclass into a single kit - ideally with one xp progression under that single kit's name.
@Aquadrizzt maybe you could explain your declare kit to me a little? I don't know if this is within its scope. Could this ability be made into an item or spell an NPC casts on you, such that it's not always on the innate bar of a character who will never use it?Aquadrizzt said:Having done a lot of work with Mage kits, I can say that the Mage kits shown at character creation are prohibitively hard-coded (in fact, there isn't even a K_M_X file in the game resources). However, that does not prevent you from adding mage kits to the game; they just won't be selectable at creation.
The way that I got around this in Tome and Blood is by having specialists receive a "Declare Kit" ability that they can use once they are created. This ability opens up a dialogue menu where they can select from any kit they qualify for. Confirming their selection then changes them to that kit.
@subtledoctor I vaguely recall you mentioning something like this. That you have some way of assigning a single kit to a multiclass in-game, like a new class, using a book or a summoned monster or something. Whether it be an item or NPC, do you know how to do this?
Rather than keep my custom kits the way they are, I'd love for them to be able to buy a book and go from a M/T to a Trickster and whatnot.
Thanks in advance!
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Other than leaving the kit out of the character creation screen and making it only selectable by a specific multiclass, what is the benefit of this? Or maybe that's really the only reason to do this?
Just for fun, I made a Mage/Priestess of Lolth (extra illegal for being an Elf M/C like Aerie), and it seemed to work fine with EEKeeper.
Assuming I enabled that race/multiclass combo and assigned a cleric kit through EEKeeper or through this script, what would be different, if anything?
And I'll definitely have to try out your mod when I find some time, right now I'm having more fun trying to understand mods and make them rather than playing them. Your kit sounds really interesting though. I've always thought all clerics should at least have a kit in the sense of a chosen deity.
So I made an item that summons a creature that has your script, and it assigns the kit, but to the summoned creature for some reason.
I can't figure out why, but with that aside this seems really promising.
Edit: seems like the script is changing itself. I have no idea what I'm doing with scripts.
True()
THEN
RESPONSE #100
ActionOverride([PC.GENERAL_ITEM.HUMAN],AddKit(WAR_WIZ))
DestroySelf()
END
Edit 2: Silly mistake, works now. Got myself a Fighter/Mage->War Wizard/Mage. Hopefully 2.0 opens up the IE to better options, but this is great - I'm definitely going to write a few new kits this way.