Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Categories

New Premium Module: Tyrants of the Moonsea! Read More
Attention, new and old users! Please read the new rules of conduct for the forums, and we hope you enjoy your stay!

Are fighters kits able to utilize the fallen mechanism?

GreenerGreener Member Posts: 385
Is it possible for fighter kits to utilize the fallen mechanism?

I've tired following the example posted in forums
BACKUP "example/backup"
AUTHOR CrevsDaak
VERSION "v2.3.67.3"

BEGIN "Example kit mod"
INCLUDE "example/lib/fl#add_kit_ee.tpa"

ADD_KIT ~7C#KIT~
	~7C#KIT 1 1 1 1 1 1 1 1~
        ~7C#KIT 0 1 0 0 1 0 0 1 0 1 1 0 0 1 1 1 0 1 0 0 0 0 1 1 0 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
	~7C#KIT 0 9 0 0 0 0~
	~7C#KIT 0 0 0 0 0 0~
	~7C#KIT 0 15 0 0 0 0~
        ~7C#KIT 0 17 0 0 0 0~
	~7C#KIT 0 1 1 1 1 1 1 1 1~
	~7C#KIT 1 1 1 0 0 0~
	~example/7C#KIT.2da~
	~K_T_H	K_T_D   K_T_G   K_T_E   K_T_HE   K_T_HL   K_T_HO~
	~0x00080000 4~
	~7C#K~
	~* * * * * * * * * * minhp1 * * * * * * * * godbow killsw1~
	SAY ~batman~
	SAY ~Batman~
	SAY ~BATMAN: he is mothafreakgngin awesum~

LAF fl#add_kit_ee
	INT_VAR
		biography = 29492
		briefdesc = RESOLVE_STR_REF ~short desc of the kit goes here.~
		fallen = 0
		fallen_notice = RESOLVE_STR_REF (~You have failed ur ppl.~)
	STR_VAR
		kit_name = ~7C#KIT~
		backstab = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
		clswpbon = ~1 0 3~
		numwslot = ~2~
		thiefskl = ~40 20~
		traplimt = 6
		clascolr = ~35 67 67 25 80~
		clasiskl = ~10 10 10 10 10 10 10~
		thiefscl = ~100 100 100 100 100 100 100 0~
		hpclass = ~HP7C#K~
		clsrcreq = ~1 1 1 1 1 1 1~
		clasthac = ~0~
		sneakatt = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
		crippstr = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
END

COPY	"example/spl/your1.spl" override
	SAY 0xC ~this is the spell's name~
	SAY 0x50 ~this is the spell's description~

COPY	"example/spl/your2.spl" override
	SAY 0xC #-1

COPY	"example/tables/HP7C#K.2DA" override
	"example/tables/LU7C#K.2DA" override
Unfortunately every time I attempt to manipulate the fallen status of a non-ranger/paladin kit I lose my in game descriptions and title, they revert to simply "fighter" and the base "fighter description"

Any ideas?

Comments

  • subtledoctorsubtledoctor Member Posts: 11,469
    Have a continuous effect checking the reputation stat (that's a stat, right?) and if it drops below x, trigger a spell that causes a scripted kit-change to the fallen kit.

    There may be other ways (a check in baldur.bcs instead of an effect on Charname, etc.) but I have a repertoire of techniques that I tend to default to using.

  • kjeronkjeron Member Posts: 2,137
    Fallen's don't use an alternative class/kit description. Only the class/kit name changes.

    A workaround is effectively mandatory for non-paladin/rangers.
    - Having either bit (Fallen Paladin / Fallen Ranger) will cause a character to use their fallen name. Achievable through either RemovePaladinHood() or RemoveRangerHood().
    - Only the Paladin and Ranger have CLAB files specified for use when fallen (CLABPA05.2DA / CLABRN05.2DA), other classes will continue to use the normal CLAB file, resulting in no loss of abilities. There is also nowhere to specify additional fallen CLAB files.

    Greener
  • RaduzielRaduziel Member Posts: 4,716
    Tried twice, failed on both.

    I don't think it can be done, mate.

  • GreenerGreener Member Posts: 385

    Have a continuous effect checking the reputation stat (that's a stat, right?) and if it drops below x, trigger a spell that causes a scripted kit-change to the fallen kit.

    There may be other ways (a check in baldur.bcs instead of an effect on Charname, etc.) but I have a repertoire of techniques that I tend to default to using.

    Thank you, I've managed to extend the baldur.bcs file with the following:

    IF Kit(Player1,KENSAI) ReputationLT(Player1,6) Global("FallenKensai","GLOBAL",0) THEN RESPONSE #100 SetGlobal("FallenKensai","GLOBAL",1) ActionOverride(Player1,AddKit(TRUECLASS)) Wait(5) PlaySound("REPDOWN") DisplayStringNoName(Player1,~Lost Class: Kensai~) END IF Kit(Player2,KENSAI) ReputationLT(Player1,6) Global("FallenKensai","GLOBAL",0) THEN RESPONSE #100 SetGlobal("FallenKensai","GLOBAL",1) ActionOverride(Player2,AddKit(TRUECLASS)) Wait(5) PlaySound("REPDOWN") DisplayStringNoName(Player2,~Lost Class: Kensai~) END IF Kit(Player3,KENSAI) ReputationLT(Player1,6) Global("FallenKensai","GLOBAL",0) THEN RESPONSE #100 SetGlobal("FallenKensai","GLOBAL",1) ActionOverride(Player3,AddKit(TRUECLASS)) Wait(5) PlaySound("REPDOWN") DisplayStringNoName(Player3,~Lost Class: Kensai~) END IF Kit(Player4,KENSAI) ReputationLT(Player1,6) Global("FallenKensai","GLOBAL",0) THEN RESPONSE #100 SetGlobal("FallenKensai","GLOBAL",1) ActionOverride(Player4,AddKit(TRUECLASS)) Wait(5) PlaySound("REPDOWN") DisplayStringNoName(Player4,~Lost Class: Kensai~) END IF Kit(Player5,KENSAI) ReputationLT(Player1,6) Global("FallenKensai","GLOBAL",0) THEN RESPONSE #100 SetGlobal("FallenKensai","GLOBAL",1) ActionOverride(Player5,AddKit(TRUECLASS)) Wait(5) PlaySound("REPDOWN") DisplayStringNoName(Player5,~Lost Class: Kensai~) END IF Kit(Player6,KENSAI) ReputationLT(Player1,6) Global("FallenKensai","GLOBAL",0) THEN RESPONSE #100 SetGlobal("FallenKensai","GLOBAL",1) ActionOverride(Player6,AddKit(TRUECLASS)) Wait(5) PlaySound("REPDOWN") DisplayStringNoName(Player6,~Lost Class: Kensai~) END

    Is there a cleaner way to write this?

Sign In or Register to comment.