Are fighters kits able to utilize the fallen mechanism?
Greener
Member Posts: 430
Is it possible for fighter kits to utilize the fallen mechanism?
I've tired following the example posted in forums
Any ideas?
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" overrideUnfortunately 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?
0
Comments
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.
I don't think it can be done, mate.
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?