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[MOD] Kit mod: Kensaizerker, Monastery Swordsman, Jesterblade (v3.3)

Dan_PDan_P Member Posts: 135
edited April 21 in General Modding
GitHub: https://github.com/D2-mods/Misc-kits
Download: https://github.com/D2-mods/Misc-kits/releases
Languages: English, French (JohnBob)

--

Overview:
  • Compatible with EEs and classic BG2 engine.
  • Originally made as a practice mod to learn kit creation.
  • Ability tables are made by cloning the table of the base class/kit.

v3.0 update:
  • Monastery Swordsman changed to use Ki Energy system (also used by Medic from Workshop Kitpack).
  • Added Kit Updater component. Run after all mods are installed (except possibly Dual to Kit).
  • Compat improvements with tweak/overhaul mods (especially ToF, HLA mods, and proficiency mods).
  • BG2 (classic): Added ranger variant of Monastery Swordsman.

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Kits
  • Kensaizerker (fighter) - EE and classic
  • Monastery Swordsman (monk) - EE only
  • Jesterblade (bard) - EE and classic
  • Monastery Swordsman (ranger) - alt kit for classic BG2

Components
  1. Install kits
  2. Choose Enrage version (options in installer)
  3. Kit Updater (see below)

--

Install notes:
  • config.ini: Set a kit to = 0 to prevent install
  • Updater and Enrage components can be re-run at any time.
  • Install after class revisions, except for Talents of Faerun. If another revision says to install after all kit mods, you can try it both ways.
  • Safe to install before or after most tweak mods, including proficiency revisions. It's still recommended to follow normal install order guidelines.

Kit Updater:
  • Updates HLA tables, Proficiencies, misc fixes, mod compat, etc.
  • Monastery Swordsman: Can put max slots in any melee weapon usable by base Monk.
  • Run after all tweak and overhaul mods, including mods that say to install last.
  • Dual to Kit note: Run this once before Dual to Kit if using a proficiency tweak. It can be re-run after if you need to update other things later. (note: it's specifically component 3 of Dual to Kit that needs to be after any proficiency edits)

Talents of Faerun notes:
  • Run the Updater after ToF. This is REQUIRED for compatibility.
  • Jesterblade can select Blade-only abilities at same level as Blade. If ToF selectable songs are detected, the Jesterblade song will also have a song switching ability.
  • Monastery Swordsman can learn some fighter abilities at same level as fighter. It has access to all fighter HLAs, in addition to most monk ones.

--

Descriptions
  • Kensaizerker (fighter)
KENSAIZERKER: A variant of the kensai, or "sword saint", this warrior is in tune with <PRO_HISHER> animalistic side and, during combat, can achieve an ecstatic state of mind that will enable <PRO_HIMHER> to fight longer, harder, and more savagely than any person has a right to.

Advantages:
– +2 bonus to Armor Class.
– +1 to attack and damage rolls every 3 levels.
– -1 bonus to Speed Factor every 4 levels.
– May use the Enrage ability. Gains one use at level 1 and an additional use every 4 levels thereafter.

ENRAGE: For 1 turn, the character gains a +2 bonus to attack and damage rolls, a +2 bonus to Armor Class, and immunity to charm, confusion, fear, feeblemind, hold, imprisonment, level drain, maze, stun, and sleep. The character also gains 15 temporary Hit Points which are taken away at the end of the berserk spree, possibly knocking <PRO_HIMHER> unconscious.

Disadvantages:
– Becomes winded after berserking: -2 penalty to attack rolls, damage, and Armor Class.
– May not wear any armor.
– May not use missile weapons.
– May not wear gauntlets or bracers.
– Alignment restricted to any non-lawful.
  • Monastery Swordsman (monk)
MONASTERY SWORDSMAN: Monks are warriors who pursue perfection through contemplation as well as action. Among them are a subset that have been specially trained to be one with their favored weapons. This Monk's best known feat is the ability to sever an opponent with a single strike.

Advantages:
– Starts with Specialization (two slots) in Single Weapon Style. (Do not place slots at creation!)
– May place 3 slots in Two-Weapon Style.
– +1 to attack and damage rolls at 3rd level and an additional +1 bonus every 5 levels thereafter.
– May achieve Grand Mastery (five slots) in any melee weapon available to Monks.
– Gains Ki Energy, which is used to activate kit abilities. Gains +1 to maximum Ki Energy each level up to level 20.
– Ki Regen: The character passively regains +1 Ki Energy every 5 rounds.
– 3rd level: May use the Element—Fire ability. Requires 3 Ki Energy.

ELEMENT—FIRE: For 4 rounds, each successful melee attack deals an extra 2d6 fire damage.

– 5th level: May use the Element—Wind ability. Requires 3 Ki Energy.

ELEMENT—WIND: For 4 rounds, each successful melee attack deals an extra 2d6 slashing damage.

– 7th level: May use the Element—Moon ability. Requires 3 Ki Energy.

ELEMENT—MOON: For 4 rounds, each successful melee attack deals an extra 2d6 magic damage.

– 13th level: May use the Sever ability. Requires 6 Ki Energy.

SEVER: A single deadly strike. The next successful attack within 2 rounds forces the target to make a save vs. Death at -2 or die. An opponent that survives the attack still suffers 5d6 slashing damage.

Disadvantages:
– Unarmed attacks do not gain extra Attacks Per Round bonuses.
– May not use the Stunning Blow ability.
– May not use the Quivering Palm ability.
– May not use slings or darts.
  • Jesterblade (bard)
JESTERBLADE: The Jesterblade is well versed in the arts of ridicule and hilarity, and uses <PRO_HISHER> abilities to confuse enemies, cavorting madly during combat. Do not mistake <PRO_HIMHER> for a true fool, however. This bard is an expert fighter and adventurer, whose fighting style is lethally dangerous.

Advantages:
– The Jesterblade's song confuses enemies within 30 feet unless they save vs. Spell at a +2 bonus. The bonus lowers to +1 at level 5, +0 at level 10, -1 at level 15, and -2 at level 20.
– May place 3 slots in Two-Weapon Style.
– May use the Offensive Spin and Defensive Spin abilities once per day. Gains one use each at level 1 and an additional use each every 4 levels thereafter.

OFFENSIVE SPIN: During the next 4 rounds, the character gains a +2 bonus to attack and damage rolls, an extra attack per round, doubled movement rate, and all attacks deal maximum damage for the duration. Offensive Spin may not be used in conjunction with the Haste or Improved Haste spells.

DEFENSIVE SPIN: During the next 4 rounds, the character is rooted to the spot and gains a +1 bonus to Armor Class per level, up to a maximum of +10.

Disadvantages:
– Bard Song does not gain additional effects at higher levels.
– Only has one half the normal Lore value.
– Only has one half the normal Pick Pockets skill.
  • Monastery Swordsman (ranger) - alt kit for classic BG2
MONASTERY SWORDSMAN: These finely skilled warriors channel a subtle energy, called ki, to perform amazing feats. Their best known feat is the ability to sever an opponent with a single strike.

Advantages:
- Gains all passive bonuses of the monk class, except for improved fist attacks.
- May achieve Grand Mastery in any melee weapon that a thief can use.
- Bonus +1 to hit and +1 to damage at 3rd level and every 5 levels thereafter.
- 3rd level: May use 'Element—Fire' ability once per day. Gains additional uses at levels 8 and 20. For 4 rounds, each successful melee attack deals an extra 2d6 fire damage.
- 6th level: May use 'Element—Wind' ability once per day. Gains additional uses at levels 11 and 20. For 4 rounds, each successful melee attack deals an extra 2d6 slashing damage.
- 7th level: Lay on Hands to heal 2 hit points per level
- 9th level: May use 'Element—Moon' ability once per day. Gains additional uses at levels 14 and 20. For 4 rounds, each successful melee attack deals an extra 2d6 magic damage.
- 13th level: May use 'Sever' ability once per day. Gains an additional use at level 18.
- Sever: A single deadly strike. The next successful attack within 1 round forces the target to make a save vs. Death at -2 or die. An opponent that survives the attack still suffers 5d6 slashing damage.

Disadvantages:
- May not use missile weapons
- May not wear armor or helmets
- May not wear gauntlets or bracers
- May not use shields
- May not use 'charm animal' ability
- May not cast priest spells
- Cannot be chaotic alignments

--
Post edited by Dan_P on

Comments

  • SharGuidesMyHandSharGuidesMyHand Member Posts: 2,586
    Dan_P wrote: »
    I decided to make a kit mod. This isn't it, but these are kits I made for practice, as well as to figure out how I wanted to organize the install folder/files. This is for both EE and classic BG2.

    GitHub: https://github.com/D2-mods/Misc-kits
    Download: https://github.com/D2-mods/Misc-kits/releases (v1.5)

    Kits
    • Kensaizerker (fighter) - EE and classic
    • Monastery Swordsman (monk) - EE only
    • Jesterblade (bard) - EE and classic

    Config.ini
    • Set a kit to = 0 to prevent install

    Descriptions
    • Kensaizerker (Fighter)
    KENSAIZERKER: A variant of the kensai, or "sword saint", this warrior is in tune with <PRO_HISHER> animalistic side and, during combat, can achieve an ecstatic state of mind that will enable <PRO_HIMHER> to fight longer, harder, and more savagely than any person has a right to.

    Advantages:
    – +2 bonus to Armor Class.
    – +1 to attack and damage rolls every 3 levels.
    – -1 bonus to Speed Factor every 4 levels.
    – May use the Enrage ability. Gains one use at level 1 and an additional use every 4 levels thereafter.

    ENRAGE: For 1 turn, the character gains a +2 bonus to attack and damage rolls, a +2 bonus to Armor Class, and immunity to charm, confusion, fear, feeblemind, hold, imprisonment, level drain, maze, stun, and sleep. The character also gains 15 temporary Hit Points which are taken away at the end of the berserk spree, possibly knocking <PRO_HIMHER> unconscious.

    Disadvantages:
    – Becomes winded after berserking: -2 penalty to attack rolls, damage, and Armor Class.
    – May not wear any armor.
    – May not use missile weapons.
    – May not wear gauntlets or bracers.
    – Alignment restricted to any non-lawful.

    • Monastery Swordsman (Monk)
    MONASTERY SWORDSMAN: Monks are warriors who pursue perfection through contemplation as well as action. Among them are a subset that have been specially trained to be one with their favored weapons. This Monk's best known feat is the ability to sever an opponent with a single strike.

    Advantages:
    – May achieve High Mastery (four slots) in any weapon available to Monks.
    – May allocate two slots in Single Weapon Style and three slots in Two-Weapon Style.
    – +1 to attack and damage rolls every 4 levels.
    – 2nd level: May use the Blazing Weapon ability once per day. Gains additional uses every 4 levels thereafter.

    BLAZING WEAPON: The monk channels inner light, shrouding weapons in an intense, but short-lived, flame. Melee attacks inflict an extra 2d6 fire damage per hit for the next round. The duration increases to 2 rounds at level 9, 3 rounds at level 12, 4 rounds at level 15, and 5 rounds at level 25.

    – 13th level: May use the Sever ability once per day.

    SEVER: A single deadly strike. The next successful attack within 2 rounds forces the target to save vs. Death at -2 or die. An opponent that survives the attack still suffers 5d6 slashing damage.

    Disadvantages:
    – Unarmed attacks do not gain extra Attacks Per Round bonuses.
    – May not use the Stunning Blow ability.
    – May not use the Quivering Palm ability.
    – May not use slings or darts.

    • Jesterblade (bard)
    JESTERBLADE: The Jesterblade is well versed in the arts of ridicule and hilarity, and uses <PRO_HISHER> abilities to confuse enemies, cavorting madly during combat. Do not mistake <PRO_HIMHER> for a true fool, however. This bard is an expert fighter and adventurer, whose fighting style is lethally dangerous.

    Advantages:
    – The Jesterblade's song does not help allies. Instead, once each round, every enemy within 30 feet must save vs. Spell with a +2 bonus or be confused for 1 round.
    – May place 3 slots in Two-Weapon Style.
    – May use the Offensive Spin and Defensive Spin abilities once per day. Gains one use each at level 1 and an additional use each every 4 levels thereafter.

    OFFENSIVE SPIN: During the next 4 rounds, the character gains a +2 bonus to attack and damage rolls, an extra attack per round, and doubled movement speed. As well, all attacks do maximum damage for the duration. Offensive Spin may not be used in conjunction with the Haste or Improved Haste spells.

    DEFENSIVE SPIN: During the next 4 rounds, the character is rooted to the spot and gains a +1 bonus to Armor Class per level, up to a maximum of +10.

    Disadvantages:
    – Bard Song does not gain additional effects at higher levels.
    – Only has one half the normal Lore value.
    – Only has one half the normal Pick Pockets skill.


    Three very interesting kits, thank you!
  • Dan_PDan_P Member Posts: 135
    Just bumping this to note that:

    v1.9
    • added French translation, provided by 11jo

    I also made a few smaller updates to this mod since I made this thread, mainly improving compatibility with other mods.
  • JohnBobJohnBob Member Posts: 233
    Hello @Dan_P, it seems that your last update broke the EET compatibility...

    Installing [Misc kits by Dan_P] [2.2]
    Copying and patching 1 file ...
    Copying and patching 1 file ...
    Copying 1 file ...
    Copying 1 file ...
    Copying 1 file ...
    Copying and patching 1 file ...
    Copying and patching 1 file ...
    
    ERROR locating resource for 'COPY'
    Resource [d2mk1s1.SPL] not found in KEY file:
            [./chitin.key]
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.
    
    ERROR Installing [Misc kits by Dan_P], rolling back to previous state
    Will uninstall   4 files for [D2-RANDOMKITS/D2-RANDOMKITS.TP2] component 9999.
    Uninstalled      4 files for [D2-RANDOMKITS/D2-RANDOMKITS.TP2] component 9999.
    ERROR: Failure("resource [d2mk1s1.SPL] not found for 'COPY'")
    Please make a backup of the file: SETUP-D2-RANDOMKITS.DEBUG and look for support at: Dan_P
    Using Language [English]
    

    No problem on BG2EE with v.2.2.

    The v.2.1 is installed without issue on EET.
  • Dan_PDan_P Member Posts: 135
    edited January 2023
    @JohnBob Thanks, I'll take a look at it.


    Edit: Still looking at it, but just noting that it installs fine in EET for me. I'm not getting that error.


    Edit2:
    Could you try installing the v2.2 again? I tested it with the Artisan's Kitpack mod, which is the only mod I know of that could affect the install of this kit. No errors. Also tested the French language version and no error.

    The only thing I can think of that could cause that error is the weidu installer messing up.
    Post edited by Dan_P on
  • jmerryjmerry Member Posts: 4,011
    edited January 2023
    You may not be able to think of it, but there's probably something.

    Looking through your code ...
    - Why are you replacing your tra references in EET? The number there doesn't become the in-game string reference number anyway; WeiDU adds a new entry to dialog.tlk and finds the number associated with that, if needed. You should never need different (AT) numbers between different versions of the game unless they're actually different in text. (All right, I'm a bit of a hypocrite. I have (AT)51109 and (AT)51209 both equal to "Wyrm's Crossing" in my tweak mod, associated with two different subcomponents. But at least those are part of a group that isn't the same all the way down; (AT)51130 and (AT)51230 are different.) [Edited to prevent bogus links]
    - You read SPCL321 to find its name as an in-game string. If that name isn't "Enrage" then the block that would create d2mk1s1.spl isn't run at all. When you try to COPY_EXISTING that a few steps later, that fails with an error. So if the name is different - say, because the game language isn't English - the installation breaks. Your mod is not, in fact, translation-compatible.
  • Dan_PDan_P Member Posts: 135
    jmerry wrote: »
    You may not be able to think of it, but there's probably something.

    Looking through your code ...
    - Why are you replacing your tra references in EET? The number there doesn't become the in-game string reference number anyway; WeiDU adds a new entry to dialog.tlk and finds the number associated with that, if needed. You should never need different (AT) numbers between different versions of the game unless they're actually different in text. (All right, I'm a bit of a hypocrite. I have (AT)51109 and (AT)51209 both equal to "Wyrm's Crossing" in my tweak mod, associated with two different subcomponents. But at least those are part of a group that isn't the same all the way down; (AT)51130 and (AT)51230 are different.) [Edited to prevent bogus links]
    - You read SPCL321 to find its name as an in-game string. If that name isn't "Enrage" then the block that would create d2mk1s1.spl isn't run at all. When you try to COPY_EXISTING that a few steps later, that fails with an error. So if the name is different - say, because the game language isn't English - the installation breaks. Your mod is not, in fact, translation-compatible.


    @jmerry Huh, that's probably it. Thanks. Of course, it's something obvious that I was missing. @JohnBob I'll get an update up soon.

    I don't do anything different with EET, compared to BGEE. I do replace the @ references for games using classic BG2 engine because I write the kit descriptions in a different style.
  • jmerryjmerry Member Posts: 4,011
    Dan_P wrote: »
    I don't do anything different with EET, compared to BGEE. I do replace the @ references for games using classic BG2 engine because I write the kit descriptions in a different style.
    Right, I see the difference now. Objection withdrawn.
  • JohnBobJohnBob Member Posts: 233
    @Dan_P Great thanks !

    And thanks @jmerry for your explanations !

  • Dan_PDan_P Member Posts: 135
    edited January 2023
    This update fixes the install issue discussed above.

    v2.3
    • Kensaizerker: Fixed an issue from the last update, which could cause this kit to fail to install.



    Edit: The last few updates also created a potential issue for games using the classic BG2 engine.

    v2.4
    • Fixed potential crash issues in classic BG2 (both Kensaizerker and Jesterblade).
    Post edited by Dan_P on
  • Dan_PDan_P Member Posts: 135
    Updated to v2.8

    The main reason for this update was to test out the "ki pool" system by subtledoctor, and make a template for installing it. If I want to use an ability pool in the Workshop Kitpack later (still undecided), I can now just copy paste a file and change some resource names around.

    • revised Monastery Swordsman kit. Now has 3 elemental weapon abilities (fire, wind, moon), and rebalanced using subtledoctor's ability pool system. Description below.
    • Jesterblade song now hits all enemies in visual range and improves with level (different from regular jester song). Unlike the Blade song, the Jester song quickly becomes useless if it doesn't scale at all.
    • many internal installer changes (mostly copied over from the Workshop Kitpack)

    note: French translation is accurate up to v2.6.

    --

    Monastery Swordsman (updated description)
    MONASTERY SWORDSMAN: Monks are warriors who pursue perfection through contemplation as well as action. Among them are a subset that have been specially trained to be one with their favored weapons. This Monk's best known feat is the ability to sever an opponent with a single strike.

    Advantages:
    – May achieve Grand Mastery (five slots) in any weapon available to Monks.
    – May place 2 slots in Single Weapon Style and 3 slots in Two-Weapon Style.
    – +1 to attack and damage rolls at 3rd level and an additional +1 bonus every 5 levels thereafter.
    – Gains ki points, which are used to activate kit abilities. Gains 1 ki point every 3 levels, up to a maximum of 10 points at level 30.
    – 3rd level: May use the Element—Fire, Element—Wind, and Element—Moon abilities. Each requires 1 ki point.

    ELEMENT—FIRE/WIND/MOON: For 4 rounds, each successful melee attack deals an extra 2d6 fire, slashing, or magic damage. Only one element can be in effect at a time.

    – 13th level: May use the Sever ability. Requires 1 ki point.

    SEVER: A single deadly strike. The next successful attack within 2 rounds forces the target to make a save vs. Death at -2 or die. An opponent that survives the attack still suffers 5d6 slashing damage.

    Disadvantages:
    – Unarmed attacks do not gain extra Attacks Per Round bonuses.
    – May not use the Stunning Blow ability.
    – May not use the Quivering Palm ability.
    – May not use slings or darts.
  • Dan_PDan_P Member Posts: 135
    v2.9 update:

    French translation is now updated, thanks to JohnBob.
    Otherwise, no other notable changes.
  • Dan_PDan_P Member Posts: 135
    v3.0/3.1 update

    Github: https://github.com/D2-mods/Misc-kits
    Download: https://github.com/D2-mods/Misc-kits/releases

    • French translation from JohnBob updated to current version.
    • If you also use Workshop Kitpack, use v5.20 or later. It runs an extra file to avoid compatibility issues with this update.
    --

    Changes:
    • Changed Monastery Swordsman to use Ki Energy system (also used by Medic from Workshop Kitpack). This is a regenerating ability points system. It works seamlessly with Bubb's Menu overlay mode (one of the main reasons I made my own system). See kit description. Ki/ability progression is different than with v2.x versions.
    • Added Kit Updater component. This replaces the older "Update HLAs" component. Run after all mods are installed (except possibly Dual to Kit). Updates HLA tables, profs, misc fixes, mod compat, etc. This can be re-run at any time (does not uninstall other mods).
    • Compat improvements with tweak/overhaul mods (especially ToF, HLA mods, and proficiency mods). Most compatibility-related stuff is done from both the main component and the updater (still recommended to install after class revisions, other than ToF or others that use LUA).
    • BG2 (classic): Added Monastery Swordsman as a ranger kit (see kit description). It uses abilities the normal way instead of the Ki Energy system. It has all passive bonuses of the monk class including mod revisions if made before this mod. Item restrictions are same as kensai (no bracers but can use the offhand unlike monks in original BG2).

    Fixes:
    • Fix ids warning when installing on original BG2 engine (this was harmless, but annoying to see).
    • Fixed Monastery Swordsman not being able to use Big Metal Rod (every class/kit can use this).
    • Monastery Swordsman: Fixed some effects on Element weapon abilities being dispellable.
    • BG2 (classic): Fixed issues with default Enrage option caused by the recent effects structure changes. (Enrage was missing ability icon, Winded icon/text was not displaying)
    • Kensaizerker: Winded/Rest fix for classic BG2 (this was already fixed for kit in EEs). If resting while Enrage is still active, the character no longer takes damage or becomes winded after Rest.
    • ToF mod: Fixed Option 2 of Enrage component being stackable with ToF (revised kits + feats components).
    • BG2 (classic): Fixed installer error if you didn't have TobEx installed. It was scanning a file that I didn't realize was added by TobEx and not in the base game.
    • Fixed possible install error on Mac systems, caused by using text files without extensions.
    • Tof note: Minor fix if using ToF proficiency system (monastery swordsman couldn't put 5 points in staff). Run the Kit Updater to fix. This edits the line for the kit in m_dw_krd.lua and backs up an unmodified copy in weidu_external/d2mk folder.

    Other notes:
    • Monastery Swordsman: Better casting and hit visuals for Element weapon abilities. Also makes weapons glow a solid color now (portrait icon is still there as well).
    • Monastery Swordsman: Installer now checks for some fist-only HLAs added by mods. These will be removed for this kit. Instead, it will gain equivalent fighter hlas.
    • Monastery Swordsman: Proficiencies now fully account for mod changes. It can put max slots in any melee weapon or fighting style that monks have access to ("max" being whatever the base fighter class is set to). You can run the Kit updater at any time to recheck all profs.
    • EEs: Monastery Swordsman is now listed in the "Not Usable By" part of the item description for slings and darts.
    • Enrage component is now skipped if kensaizerker is not installed.
    • Kensaizerker: if using any mod that adds an "Extra Enrage" HLA (ex. ToF), this will now give the correct spell resource, so you won't have 2 separate enrage icons in the special abilities menu. For ToF specifically, this adds a new HLA to m_dw_hld.lua instead of changing the berserker HLA (it won't appear for other kits).
    • Jesterblade: Jesterblade can now take Whirlwind HLA, with or without bard revisions. It will now always have access to HLA traps, even if a revision removed them.
    • BG2 (classic): If Monastery Swordsman (ranger) is installed, the Scarlet Ninjato item is usable by rangers. Can optionally make it not usable by rangers from config.ini.
    • EEs: Monastery Swordsman now starts with 2 slots in Single Weapon Style, matching what a fighter class could do at level 1 (note: for compatibility, single weapon is not removed from the prof screen, so don't put points at creation. A tweak mod can increase the max number of points in weapon styles.)
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