Sword Dancer Kit for Fighters, Paladins, and Monks
semiticgoddess
Member Posts: 14,903
I've always loved having high APR in the Infinity Engine games, and I've long wanted to somehow exceed the hardcoded cap of 10 attacks per round. Thanks to the invaluable support of @kjeron, we now have a kit for fighters, paladins, and monks that can strike twice with every attack roll, reaching up to 30 attacks per round!
The Sword Dancer specializes in repeatedly poking his or her opponents with an absurd number of embarrassingly weak attacks--basically, the polar opposite of the War Hulk kit. The Sword Dancer works great with weapons that have on-hit effects like the Dagger of Venom and Celestial Fury, but it will never outshine other fighters in terms of sheer damage output. Likewise, the Dancer kits for monks are much more effective at Stunning Blow, but will not have the same damage output as other monks.
The Sword Dancer kit actually makes three different attack rolls for every attack. Thus, a Sword Dancer's APR is triple what is shown on the Record screen, and this tripling stacks with Haste and Improved Haste. In addition, Sword Dancer fighters and paladins automatically get free dual-wielding with no penalties.
As with all of my kits, the crazy advantages come with equally crazy disadvantages. Each kit deals one-fifth physical damage with every strike, suffering a -80% penalty to all weapon damage, and the fighter kit cannot wear metal armor or place many proficiency points in heavier weapons (paladin proficiencies are even more restricted). The damage penalty does not apply to nonphysical damage, but it does reduce other bonuses to weapon damage such as Strength and proficiency bonuses.
There are five different kits: the Sword Dancer kit for fighters, and the Stone Dancer, Water Dancer, Flare Dancer, and Sky Dancer kits for monks.
Kit Descriptions:
Sword Dancer (fighter kit)
Sword Dancer (paladin kit)
Stone Dancer
Water Dancer
Flare Dancer
Sky Dancer
A note for modders: This kit bypasses the normal cap for attacks per round by switching the character's sprite to a custom animation. This can be replicated for other classes and could even be incorporated into spells and items, given enough time and effort. Any modders that want to break the APR cap are free to use the files in this kit to replicate the effect provided they give credit to @kjeron, who discovered how to break the cap and made this kit possible. The discussion below contains some information on how to do this. Note that this method requires using a limited set of names for the custom animations, and this kit currently uses the values 6512 to 6525, covering only fighter and monk animations (no other classes are represented).
The old version of this kit, which enjoyed standard APR bonuses, had constant effect Improved Haste, and dealt lingering damage with light weapons, is also available. The old version's kit description is below:
The Sword Dancer specializes in repeatedly poking his or her opponents with an absurd number of embarrassingly weak attacks--basically, the polar opposite of the War Hulk kit. The Sword Dancer works great with weapons that have on-hit effects like the Dagger of Venom and Celestial Fury, but it will never outshine other fighters in terms of sheer damage output. Likewise, the Dancer kits for monks are much more effective at Stunning Blow, but will not have the same damage output as other monks.
The Sword Dancer kit actually makes three different attack rolls for every attack. Thus, a Sword Dancer's APR is triple what is shown on the Record screen, and this tripling stacks with Haste and Improved Haste. In addition, Sword Dancer fighters and paladins automatically get free dual-wielding with no penalties.
As with all of my kits, the crazy advantages come with equally crazy disadvantages. Each kit deals one-fifth physical damage with every strike, suffering a -80% penalty to all weapon damage, and the fighter kit cannot wear metal armor or place many proficiency points in heavier weapons (paladin proficiencies are even more restricted). The damage penalty does not apply to nonphysical damage, but it does reduce other bonuses to weapon damage such as Strength and proficiency bonuses.
There are five different kits: the Sword Dancer kit for fighters, and the Stone Dancer, Water Dancer, Flare Dancer, and Sky Dancer kits for monks.
Kit Descriptions:
Sword Dancer (fighter kit)
Part magician and part artist, a Sword Dancer is a warrior who uses telekinetic powers to influence their movements in combat. A Sword Dancer's powers come less from muscle and more from magic, allowing them to strike more often at the expense of reducing the force of each blow. Sword Dancers rely on the speed of their weapons to disrupt and disable their opponents, and prefer to use lighter and quicker weapons, which are easier to move using telekinesis.
CLASS FEATURES:
Advantages:
- Makes two additional attack rolls with each attack (stacks with Haste and similar effects)
- May wield two weapons at once with no penalties
Disadvantages:
- All physical damage is reduced to 1/5 of its normal value (all weapons deal 80% less damage per hit)
- Can only attain Mastery (three points) in short swords, katanas, scimitars, daggers, and staffs
- Can only attain Specialization (two points) in longswords, clubs, spears, and darts
- Can only attain Proficiency (one point) in axes, bastard swords, two-handed swords, war hammers, halberds, flails, maces, and shortbows
- May not place any proficiency points in crossbows, longbows, or slings
- Cannot wear armor heavier than studded leather
- Hit Die: d8
CLASS FEATURES:
Advantages:
- Makes two additional attack rolls with each attack (stacks with Haste and similar effects)
- May wield two weapons at once with no penalties
Disadvantages:
- All physical damage is reduced to 1/5 of its normal value (all weapons deal 80% less damage per hit)
- Can only attain Mastery (three points) in short swords, katanas, scimitars, daggers, and staffs
- Can only attain Specialization (two points) in longswords, clubs, spears, and darts
- Can only attain Proficiency (one point) in axes, bastard swords, two-handed swords, war hammers, halberds, flails, maces, and shortbows
- May not place any proficiency points in crossbows, longbows, or slings
- Cannot wear armor heavier than studded leather
- Hit Die: d8
Sword Dancer (paladin kit)
Part magician and part artist, a Sword Dancer is a warrior who uses telekinetic powers to influence their movements in combat. A Sword Dancer's powers come less from muscle and more from magic, allowing them to strike more often at the expense of reducing the force of each blow. Sword Dancers rely on the speed of their weapons to disrupt and disable their opponents, and prefer to use lighter and quicker weapons, which are easier to move using telekinesis.
CLASS FEATURES:
Advantages:
- Makes two additional attack rolls with each attack (stacks with Haste and similar effects)
- May wield two weapons at once with no penalties
Disadvantages:
- All physical damage is reduced to 1/5 of its normal value (all weapons deal 80% less damage per hit)
- Can only attain Specialization (two points) in short swords, katanas, scimitars, daggers, and staffs
- Can only attain Proficiency (one point) in clubs, darts, spears, longswords, axes, war hammers, maces, and shortbows
- May not place any proficiency points in two-handed swords, bastard swords, halberds, flails, crossbows, longbows, or slings
- Cannot wear armor heavier than studded leather
- Hit Die: d8
CLASS FEATURES:
Advantages:
- Makes two additional attack rolls with each attack (stacks with Haste and similar effects)
- May wield two weapons at once with no penalties
Disadvantages:
- All physical damage is reduced to 1/5 of its normal value (all weapons deal 80% less damage per hit)
- Can only attain Specialization (two points) in short swords, katanas, scimitars, daggers, and staffs
- Can only attain Proficiency (one point) in clubs, darts, spears, longswords, axes, war hammers, maces, and shortbows
- May not place any proficiency points in two-handed swords, bastard swords, halberds, flails, crossbows, longbows, or slings
- Cannot wear armor heavier than studded leather
- Hit Die: d8
Stone Dancer
Part magician and part artist, a Stone Dancer is a monk who uses telekinetic powers to influence their movements in combat. A Stone Dancer's powers come less from muscle and more from magic, allowing them to strike more often at the expense of reducing the force of each blow. Stone Dancers rely on the speed of their fists to disrupt and disable their opponents.
CLASS FEATURES:
Advantages:
- Makes two additional attack rolls with each attack.
- Gains an extra use of Stunning Blow every 3 levels after level 1 instead of 4.
- May cast Stoneskin at level 1.
Disadvantages:
- All physical damage is reduced to 1/5 of its normal value (all weapons deal 80% less damage per hit).
- Hit Die: d8
CLASS FEATURES:
Advantages:
- Makes two additional attack rolls with each attack.
- Gains an extra use of Stunning Blow every 3 levels after level 1 instead of 4.
- May cast Stoneskin at level 1.
Disadvantages:
- All physical damage is reduced to 1/5 of its normal value (all weapons deal 80% less damage per hit).
- Hit Die: d8
Water Dancer
Part magician and part artist, a Water Dancer is a monk who uses telekinetic powers to influence their movements in combat. A Water Dancer's powers come less from muscle and more from magic, allowing them to strike more often at the expense of reducing the force of each blow. Water Dancers rely on the speed of their fists to disrupt and disable their opponents.
CLASS FEATURES:
Advantages:
- Makes two additional attack rolls with each attack.
- Gains an extra half attack per round at level 1.
- Gains an extra use of Stunning Blow every 3 levels after level 1 instead of 4.
Disadvantages:
- All physical damage is reduced to 1/5 of its normal value (all weapons deal 80% less damage per hit).
- Hit Die: d8
CLASS FEATURES:
Advantages:
- Makes two additional attack rolls with each attack.
- Gains an extra half attack per round at level 1.
- Gains an extra use of Stunning Blow every 3 levels after level 1 instead of 4.
Disadvantages:
- All physical damage is reduced to 1/5 of its normal value (all weapons deal 80% less damage per hit).
- Hit Die: d8
Flare Dancer
Part magician and part artist, a Flare Dancer is a monk who uses telekinetic powers to influence their movements in combat. A Flare Dancer's powers come less from muscle and more from magic, allowing them to strike more often at the expense of reducing the force of each blow. Flare Dancers rely on the speed of their fists to disrupt and disable their opponents.
CLASS FEATURES:
Advantages:
- Makes two additional attack rolls with each attack.
- Deals an extra 1 fire damage with every unarmed strike.
- Gains an extra use of Stunning Blow every 3 levels after level 1 instead of 4.
Disadvantages:
- All physical damage is reduced to 1/5 of its normal value (all weapons deal 80% less damage per hit).
- Hit Die: d8
CLASS FEATURES:
Advantages:
- Makes two additional attack rolls with each attack.
- Deals an extra 1 fire damage with every unarmed strike.
- Gains an extra use of Stunning Blow every 3 levels after level 1 instead of 4.
Disadvantages:
- All physical damage is reduced to 1/5 of its normal value (all weapons deal 80% less damage per hit).
- Hit Die: d8
Sky Dancer
Part magician and part artist, a Sky Dancer is a monk who uses telekinetic powers to influence their movements in combat. A Sky Dancer's powers come less from muscle and more from magic, allowing them to strike more often at the expense of reducing the force of each blow. Sky Dancers rely on the speed of their fists to disrupt and disable their opponents.
CLASS FEATURES:
Advantages:
- Makes two additional attack rolls with each attack.
- Gains an extra use of Stunning Blow every 3 levels after level 1 instead of 4.
- May cast Windwalk twice per day.
WINDWALK: The Sky Dancer calls upon the force of the wind to transport them to another location, instantly teleporting them to any spot within range.
Disadvantages:
- All physical damage is reduced to 1/5 of its normal value (all weapons deal 80% less damage per hit).
- Hit Die: d8
CLASS FEATURES:
Advantages:
- Makes two additional attack rolls with each attack.
- Gains an extra use of Stunning Blow every 3 levels after level 1 instead of 4.
- May cast Windwalk twice per day.
WINDWALK: The Sky Dancer calls upon the force of the wind to transport them to another location, instantly teleporting them to any spot within range.
Disadvantages:
- All physical damage is reduced to 1/5 of its normal value (all weapons deal 80% less damage per hit).
- Hit Die: d8
A note for modders: This kit bypasses the normal cap for attacks per round by switching the character's sprite to a custom animation. This can be replicated for other classes and could even be incorporated into spells and items, given enough time and effort. Any modders that want to break the APR cap are free to use the files in this kit to replicate the effect provided they give credit to @kjeron, who discovered how to break the cap and made this kit possible. The discussion below contains some information on how to do this. Note that this method requires using a limited set of names for the custom animations, and this kit currently uses the values 6512 to 6525, covering only fighter and monk animations (no other classes are represented).
The old version of this kit, which enjoyed standard APR bonuses, had constant effect Improved Haste, and dealt lingering damage with light weapons, is also available. The old version's kit description is below:
Part magician and part artist, a Sword Dancer is a warrior who uses telekinetic powers to influence their movements in combat. A Sword Dancer's powers come less from muscle and more from magic, allowing them to strike more often at the expense of reducing the force of each blow. Sword Dancers rely on the speed of their weapons to disrupt and disable their opponents, and prefer to use lighter and quicker weapons, which are easier to move using telekinesis.
CLASS FEATURES:
Advantages:
- Improved Haste
- +1/2 attack per round every 5 levels
- Immune to slow
- May cast Blade Barrier once per day at level 10
- Deals 1 extra lingering damage per hit when using short swords, katanas, scimitars, daggers, staffs, darts, short bows, and longswords, with an additional 1 damage at levels 4, 8, and 12
Disadvantages:
- Deals 75% less damage with all weapons
- Can only attain Mastery (three points) in short swords, katanas, scimitars, daggers, staffs, darts
- Can only attain Specialization (two points) in longswords, clubs, spears, and shortbows
- Can only attain Proficiency (one point) in axes, bastard swords, two-handed swords, war hammers, halberds, flails, maces, crossbows, and longbows
- Cannot wear armor
High-Level Abilities:
- Twin Fencer
- Counterattack
- Whirlwind Attack
- Globe of Blades
- Flying Daggers
- Hit Die: d8
CLASS FEATURES:
Advantages:
- Improved Haste
- +1/2 attack per round every 5 levels
- Immune to slow
- May cast Blade Barrier once per day at level 10
- Deals 1 extra lingering damage per hit when using short swords, katanas, scimitars, daggers, staffs, darts, short bows, and longswords, with an additional 1 damage at levels 4, 8, and 12
Disadvantages:
- Deals 75% less damage with all weapons
- Can only attain Mastery (three points) in short swords, katanas, scimitars, daggers, staffs, darts
- Can only attain Specialization (two points) in longswords, clubs, spears, and shortbows
- Can only attain Proficiency (one point) in axes, bastard swords, two-handed swords, war hammers, halberds, flails, maces, crossbows, and longbows
- Cannot wear armor
High-Level Abilities:
- Twin Fencer
- Counterattack
- Whirlwind Attack
- Globe of Blades
- Flying Daggers
- Hit Die: d8
Post edited by semiticgoddess on
4
Comments
The kit's synergy with other classes varies. For dual-classing to a thief, backstabs will get crippled and regular traps will deal less damage, though Spike Traps deal magic damage in the unmodded game and will be at full strength. Sword Dancer/Clerics won't benefit much from DUHM and will suffer from the lack of metal armor.
I see, so the enemy needs to hit you.... I don't think it's accurate (since I guess you're supposed to block the attack and then counterattack....)
But alas, there's probably no way to replicate 'Parry' from NWN, right?
- 6##0 -> 6##A
- 6##1 -> 6##B
- 6##2 -> 6##C
- 6##3 -> 6##D
- 6##4 -> 6##E
- 6##5 -> 6##F
- #: 0-3 (cleric/fighter/mage/thief)
- #: 0-1 (male/female)
Expand the [general] section for each of these new INI files as such: Replace "RNDBASE#" with your own custom filename, and create duplicates of each RNDBASE#.BMP file with your custom filenames. In each file, replace each instance of this sequence: The character will now make two (or three) attacks (each with their own attack roll) within each weapon swing animation, and can still be further modified by haste/slow. It doesn't really matter how many Light/Dark Gray pixels you have, you just need consecutive instances of Color->Red. Keeping each sequence 14 pixels long will keep all hits within the swing animation, but you could also go wild adding so many that they are always swinging their weapons - there's room for up to 50 attacks at 5 APR (100 with Imp. Haste) if you stripe the whole file Color/Red/Color/Red/....If the character is polymorphed they will lose these extra attacks (probably for the better).
I use windows Paint to edit them.
edit: I think found reason - when saving, save as "16 color Bitmap", default is usually much higher for new files.
Race -> Gender -> Animation
You can look at "LCARMORC.SPL" as an example in BGSOD.
The first has to be 6, the second cannot be 4, the third should be 0 (male) or 1(female), and the final char can be 0-F.
The value used in op53 will be that filenames hex value or integer value: 6000 -> 0x6000 -> 24576.
You can also add entries to ANIMATE.IDS, so they will show up in NI's dropdown menu, as: Modified an old function to automate finding valid slots:
Below is the full text of the INI for male human fighters. (This file is 6712.ini, and in the first parameter for the opcode 53 effect, the field is "Unknown - 26386." It shows up accurately as "6712h" as a hex number.) The "combat_round) section is there and is working properly with the BMP files in place. Is there an entry I could put somewhere to make sure the sprite is referencing the right BAM files? The paper doll is also a blank.
[general]
animation_type=6000
move_scale=9
ellipse=16
color_blood=47
color_chunks=0
sound_freq=5
personal_space=3
cast_frame=4
combat_round_0=USDBASE1
combat_round_1=USDBASE2
combat_round_2=USDBASE3
combat_round_3=USDBASE4
combat_round_4=USDBASE5
[character]
armor_max_code=4
can_lie_down=1
detected_by_infravision=1
double_blit=0
equip_helmet=1
split_bams=1
false_color=1
height_code=WQL
height_code_helmet=WQL
height_code_shield=
resref=CHMB
resref_paperdoll=CHMF
resref_armor_base=B
resref_armor_specific=F
[sounds]
attack=
attack_frame=0
awake=
awake_frame=0
cast=
cast_frame=0
conjure=
conjure_frame=0
damage=
damage_frame=0
die=
die_frame=0
head_turn=
head_turn_frame=0
ready=
ready_frame=0
shoot=
shoot_frame=0
twitch=
twitch_frame=0
walk=
walk_frame=0
attack_slash=
attack_slash_frame=0
attack_backslash=
attack_backslash_frame=0
attack_jab=
attack_jab_frame=0
emerge=
emerge_frame=0
hide=
hide_frame=0
sleep=
sleep_frame=0
battle_cry=
battle_cry_frame=0
selection=
selection_frame=0
fall=fal_02b
fall_frame=0
The BG2/EE sprites have to occupy slots: 5000-53FF, 5500-55FF, 6000-63FF, or 6500-65FF
An easy way to do this would be using slots 5### in place of 6###.
These entries reference the BAM files, which are correct:
I've revised the kit a great deal. Instead of gaining flat APR bonuses, the kit simply makes two attack rolls per attack, doubling APR without needing Improved Haste. That means we properly double on-hit effects like those of Celestial Fury and Arrows of Detonation! I've also rebalanced the damage output, reducing the physical damage penalty from 75% to 66%, switched back to regular fighter HLAs, and gave the kit Offensive Spin and the ability to wear leather armor so it wouldn't be too weak in BG1, where on-hit effects from melee weapons are weak and scarce.
The kit is now balanced more for a melee role, rather than just being an archer with extra hitstun and a stronger movement rate.
An FYI regarding using custom animations:
If applied with timing mode 9: items such as the Girdle of Masculinity/Femininity may not fully work (they will change gender but not animation). Some polymorphs might not change the animation either (but all other changes should take place), depending on how they are implemented (which sadly is not uniform across the games).
If applied with timing mode 1: There is a resurrection spell (BDRESURR.SPL) used by SoD scripts that will reset the creature's animation to CHARGEN defaults (the spell can be applied even if they are alive). The spell is normally never applied to CHARNAME, but is applied to NPC's, as well as Player2-6. At best, kicking->rejoining the party should fix them should this occur, as it reapplies a creature's kit.
I can remove the "fake two-handed" flag from the monk fist item(s), but that just results in a regular one-armed animation with an invisible weapon. Any idea how to get a custom monk sprite duplicate use monk fists with the right animation?
male: female: both:
While I'm here, I'll post the full text of each. I just copied them from the vanilla INI files and added the BMP references to increase APR (that part is working correctly).
6524.ini
[general]
animation_type=6000
move_scale=9
ellipse=16
color_blood=47
color_chunks=0
sound_freq=5
personal_space=3
cast_frame=4
combat_round_0=USDBASE1
combat_round_1=USDBASE2
combat_round_2=USDBASE3
combat_round_3=USDBASE4
combat_round_4=USDBASE5
[character]
armor_max_code=1
can_lie_down=1
detected_by_infravision=1
double_blit=0
equip_helmet=1
split_bams=1
false_color=1
height_code=WQL
height_code_helmet=WQL
height_code_shield=
resref=CHMM
resref_paperdoll=CHMM
resref_armor_base=M
resref_armor_specific=M
[sounds]
attack=
attack_frame=0
awake=
awake_frame=0
cast=
cast_frame=0
conjure=
conjure_frame=0
damage=
damage_frame=0
die=
die_frame=0
head_turn=
head_turn_frame=0
ready=
ready_frame=0
shoot=
shoot_frame=0
twitch=
twitch_frame=0
walk=
walk_frame=0
attack_slash=
attack_slash_frame=0
attack_backslash=
attack_backslash_frame=0
attack_jab=
attack_jab_frame=0
emerge=
emerge_frame=0
hide=
hide_frame=0
sleep=
sleep_frame=0
battle_cry=
battle_cry_frame=0
selection=
selection_frame=0
fall=fal_02b
fall_frame=0
[general]
animation_type=6000
move_scale=9
ellipse=16
color_blood=47
color_chunks=0
sound_freq=5
personal_space=3
cast_frame=4
combat_round_0=USDBASE1
combat_round_1=USDBASE2
combat_round_2=USDBASE3
combat_round_3=USDBASE4
combat_round_4=USDBASE5
[character]
armor_max_code=1
can_lie_down=1
detected_by_infravision=1
double_blit=0
equip_helmet=1
split_bams=1
false_color=1
height_code=WQN
height_code_helmet=WQN
height_code_shield=
resref=CHFM
resref_paperdoll=CHFM
resref_armor_base=M
resref_armor_specific=M
[sounds]
attack=
attack_frame=0
awake=
awake_frame=0
cast=
cast_frame=0
conjure=
conjure_frame=0
damage=
damage_frame=0
die=
die_frame=0
head_turn=
head_turn_frame=0
ready=
ready_frame=0
shoot=
shoot_frame=0
twitch=
twitch_frame=0
walk=
walk_frame=0
attack_slash=
attack_slash_frame=0
attack_backslash=
attack_backslash_frame=0
attack_jab=
attack_jab_frame=0
emerge=
emerge_frame=0
hide=
hide_frame=0
sleep=
sleep_frame=0
battle_cry=
battle_cry_frame=0
selection=
selection_frame=0
fall=fal_02b
fall_frame=0
I think I'll group all of my kit mods into one big kitpack for easier use.