[MOD] Misc kits: Kensaizerker, Monastery Swordsman, Jesterblade (v2.13)
Dan_P
Member Posts: 129
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. Compatible with EEs and classic BG2 engine.
GitHub: https://github.com/D2-mods/Misc-kits
Download: https://github.com/D2-mods/Misc-kits/releases
Languages: English, French (JohnBob)
v2.8 update: revised Monastery Swordsman kit.
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Kits
Components
Notes:
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Descriptions
GitHub: https://github.com/D2-mods/Misc-kits
Download: https://github.com/D2-mods/Misc-kits/releases
Languages: English, French (JohnBob)
v2.8 update: revised Monastery Swordsman kit.
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Kits
- Kensaizerker (fighter) - EE and classic
- Monastery Swordsman (monk) - EE only
- Jesterblade (bard) - EE and classic
Components
- Install kits
- Choose Enrage version (options in installer)
- Update HLAs (only relevant if HLAs were revised)
Notes:
- config.ini: Set a kit to = 0 to prevent install
- Update HLAs: safe to install after Talents of Faerun. ToF "minor abilities" that require a level check for Blade are not selectable by Jesterblade. One of these, Ambidexterity, will be given to the Jesterblade for free at level 20.
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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.
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 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.
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.
- 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.
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.
Post edited by Dan_P on
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Comments
Three very interesting kits, thank you!
v1.9
I also made a few smaller updates to this mod since I made this thread, mainly improving compatibility with other mods.
No problem on BG2EE with v.2.2.
The v.2.1 is installed without issue on EET.
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.
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.
And thanks @jmerry for your explanations !
v2.3
Edit: The last few updates also created a potential issue for games using the classic BG2 engine.
v2.4
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.
note: French translation is accurate up to v2.6.
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Monastery Swordsman (updated description)
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.
French translation is now updated, thanks to JohnBob.
Otherwise, no other notable changes.