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Are fighters kits able to utilize the fallen mechanism?

GreenerGreener Member Posts: 430
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

  • The user and all related content has been deleted.
  • kjeronkjeron Member Posts: 2,368
    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.
  • RaduzielRaduziel Member Posts: 4,714
    Tried twice, failed on both.

    I don't think it can be done, mate.
  • GreenerGreener Member Posts: 430

    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?
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