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Yikari Update?


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#41 Shed

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Posted 10 October 2005 - 04:03 PM

It's just one drink!

And, yes, MTS, I was considering releasing an update I've been sitting on for a while :).

#42 MajorTomSawyer

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Posted 10 October 2005 - 04:05 PM

Good news indeed Shed!

You know, SConrad's post makes it sound liike he has given me free reign to pester him about Khadion now. :whistling:

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#43 Shed

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Posted 10 October 2005 - 04:06 PM

Go right ahead!

#44 SConrad

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Posted 10 October 2005 - 04:08 PM

You know, SConrad's post makes it sound liike he has given me free reign to pester him about Khadion now.  :whistling:

Gah, what have I done? :wall:

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#45 Shed

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Posted 26 November 2005 - 09:42 AM

I'm considering giving Yikari this custom kit below :). It gives more emphasis to the fighting aspects of the monk, and removes his monk techniques such as Quivering Palm. To this effect, I think I will leave him with fighter HLAs.

I've actually done some unreleased work on this since 1.1, though a lot of it is tidying code, which the player won't really see. In version 1.2 you will be able to summon Yikari in ToB. I'd like to include some more dialogue, only I haven't written any ;).

The current change log is as follows:

ToB compatible (Fate Spirit, Epilogue)
Interjects in SoA
Interjects with Kuroisan, the Acid Kensai
Yikari-only version of Celestial Fury upgradable with Item Upgrade Mod
Two of Imoen's banters moved to ToB
SoA Yikari spawns at level 12 or 14; ToB Yikari is level 14
Russian Translation added
Portraits, creature colours changed
Yamabushi kit introduced
Wisdom reduced to 18


YAMABUSHI: Yamabashi are warrior monks, who search for enlightenment through self-denial and inner control. They train both their mind and well as the body, in order to advance their spirit. They are skilled in taijitsu (combat without weapons), and also a wide range of weaponry. Yamabushi are not magic users, but have a unique magic of their own. They channel a subtle inner energy, called chakra, which allows them to perform amazing taijutsu.

Advantages:
- The yamabushi can make 1 unarmed attack per round; he gains 1/2 an additional attack every 3 levels.
- As the yamabushi increases in levels, the damage his fists inflicts does as well:
Level 1-2: 1-6
Level 3-5: 1-8
Level 6-8: 1-10
Level 9-11: 1-12
Level 12-14: 1-12
Level 15-17: 1-20
Level 18+: 1-20
- A yamabushi may become Specialised with the weapons available to him, which includes the katana.
- A yamabushi's natural armor class gets better as he goes up in levels. His armor class starts off at 9, and then decreases by 1 for every 2 levels.
- Yamabushis have the Deflect Missiles ability. This gives them a -1 to their AC vs missiles for every 3 levels.
- The yamabushi gains a +2 to save vs spells
- A yamabushi starts off moving at +2 move, then +1 move every 5 levels.
- 5th level: Immunity to all diseases, and cannot be Slowed or Hasted.
- 8th level: -1 to speed factor
- 9th level: +1 to all saves. Immune to charm. The yamabushi's fist is considered a +1 weapon (+2 at 12th, +3 at 15th)
- 11th level: Immune to poison
- 12th level: Another -1 to speed factor. Fists are considered +2 weapons.
- 13th level: May use 'kai' ability once per day. This ability lasts 10 seconds and makes all attacks do maximum damage.
- 14th level: The yamabushi gains 3% magic resistance per level (ie 42 at 14th level)
- 15th level: Fists are considered +3 weapons
- 20th level: Immune to non-magical weapons
Disadvantages:
- The yamabushi cannot wear armor or wield two handed weapons.
- The yamabushi can not use ninjutsu such as Stunning Blow.


Edited by Shed, 26 November 2005 - 11:28 AM.


#46 ronin

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Posted 26 November 2005 - 11:05 AM

The kit sounds awesome, I have used him before and liked him but if you put in the kit he would be a permanent member of my party.

How about a new spell called "resist pain", once a day he takes half damage for 2 rounds. Reasoning for this is that IMO monks (remember grasshopper from kung fu) can control their minds so well that wounds dont effect them (grasshopper carried the burning pot without flinching).

just an idea

ronin

Edited by ronin69hof, 26 November 2005 - 11:06 AM.


#47 Shed

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Posted 26 November 2005 - 11:32 AM

Thanks :D!

I'd sure like to introduce several new spells for the kit, but I'm worried about making him too powerful. Do you think I should take out a bonus or two to compensate? Immunity to Poison and Magic Resistance could go.

#48 ronin

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Posted 27 November 2005 - 12:49 AM

I would restrict their weapons even more, my picture of monks is that they use martial arts more than weapons and they also defended themselves more with farming equipment than with real weapons. I would give them quarterstaff, throwing star (dart), and whatever else sounds like farming equipment.

I think he would be better with a quarterstaff, you could also make a quest for him. For example his Order sent him to retreive the last 2 parts of a quarterstaff of great worth and power, he has the first part but needs the last 2 parts, when all the parts are together they would combine to make an interesting staff for him or only usable by monks.

I agree on doing away with the poison and magic resistance.

ronin

Edited by ronin69hof, 27 November 2005 - 01:56 AM.


#49 Shed

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Posted 27 November 2005 - 02:13 AM

Unfortunately, no monk can use a two handed weapon in BG2 ;). Their fists are counted as two handed weapons, and to hold another two handed weapon crashes the game.

#50 ronin

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Posted 27 November 2005 - 02:40 AM

Damn, I forgot all about that, is it hardcoded, if not is there a way around it?

ronin

#51 Shed

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Posted 27 November 2005 - 04:04 AM

I don't think so. Besides, I prefer keeping him with the katana :).

#52 ronin

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Posted 27 November 2005 - 04:11 AM

OK, its your mod it was just an idea :D I usually let him have the Katana cause I use long swords.

ronin

another idea... how about making a katana just for him and a little quest to get it. He can stay silent during the first meeting and he gives you a scroll that says he needs help retreiving a certain item (his katana) then you can have him join or not.

just tell me to shutup if you dont want any more ideas.

:D

ronin

#53 SConrad

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Posted 27 November 2005 - 06:23 AM

Looks very good. :)

- The yamabushi can not use ninjutsu such as Stunning Blow.

I'm fairly certain that Stunning Blow is Taijutsu, though. ;)

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#54 Shed

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Posted 27 November 2005 - 09:50 AM

another idea... how about making a katana just for him and a little quest to get it. He can stay silent during the first meeting and he gives you a scroll that says he needs help retreiving a certain item (his katana) then you can have him join or not.


:crying:

That's exactly what happens already.

#55 ronin

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Posted 27 November 2005 - 10:45 AM

I know that but its for the celestial fury. That sword you can get with or without Yikari, I was just saying that a separate quest for a different sword would be an idea.

I keep quiet now :D

ronin

#56 Shed

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Posted 27 November 2005 - 11:58 AM

Oh, right. Well, I had intended that from the first (in the readme it says "There is also a quest I originally planned which may appear someday"), but it was something I put off until I had basic things like dialogue, banter etc.

I'm still not happy that Yikari has enough core content before I start thinking about a quest. But who knows, it might happen :).

I'm fairly certain that Stunning Blow is Taijutsu, though. ;)

I'll change the description.

#57 wellunhappy

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Posted 27 November 2005 - 12:15 PM

I'm considering giving Yikari this custom kit below :). It gives more emphasis to the fighting aspects of the monk, and removes his monk techniques such as Quivering Palm. To this effect, I think I will leave him with fighter HLAs.

I've actually done some unreleased work on this since 1.1, though a lot of it is tidying code, which the player won't really see. In version 1.2 you will be able to summon Yikari in ToB. I'd like to include some more dialogue, only I haven't written any ;).

The current change log is as follows:

ToB compatible (Fate Spirit, Epilogue)
Interjects in SoA
Interjects with Kuroisan, the Acid Kensai
Yikari-only version of Celestial Fury upgradable with Item Upgrade Mod
Two of Imoen's banters moved to ToB
SoA Yikari spawns at level 12 or 14; ToB Yikari is level 14
Russian Translation added
Portraits, creature colours changed
Yamabushi kit introduced
Wisdom reduced to 18


YAMABUSHI: Yamabashi are warrior monks, who search for enlightenment through self-denial and inner control. They train both their mind and well as the body, in order to advance their spirit. They are skilled in taijitsu (combat without weapons), and also a wide range of weaponry. Yamabushi are not magic users, but have a unique magic of their own. They channel a subtle inner energy, called chakra, which allows them to perform amazing taijutsu.

Advantages:
- The yamabushi can make 1 unarmed attack per round; he gains 1/2 an additional attack every 3 levels.
- As the yamabushi increases in levels, the damage his fists inflicts does as well:
Level 1-2: 1-6
Level 3-5: 1-8
Level 6-8: 1-10
Level 9-11: 1-12
Level 12-14: 1-12
Level 15-17: 1-20
Level 18+: 1-20
- A yamabushi may become Specialised with the weapons available to him, which includes the katana.
- A yamabushi's natural armor class gets better as he goes up in levels. His armor class starts off at 9, and then decreases by 1 for every 2 levels.
- Yamabushis have the Deflect Missiles ability. This gives them a -1 to their AC vs missiles for every 3 levels.
- The yamabushi gains a +2 to save vs spells
- A yamabushi starts off moving at +2 move, then +1 move every 5 levels.
- 5th level: Immunity to all diseases, and cannot be Slowed or Hasted.
- 8th level: -1 to speed factor
- 9th level: +1 to all saves. Immune to charm. The yamabushi's fist is considered a +1 weapon (+2 at 12th, +3 at 15th)
- 11th level: Immune to poison
- 12th level: Another -1 to speed factor. Fists are considered +2 weapons.
- 13th level: May use 'kai' ability once per day. This ability lasts 10 seconds and makes all attacks do maximum damage.
- 14th level: The yamabushi gains 3% magic resistance per level (ie 42 at 14th level)
- 15th level: Fists are considered +3 weapons
- 20th level: Immune to non-magical weapons
Disadvantages:
- The yamabushi cannot wear armor or wield two handed weapons.
- The yamabushi can not use ninjutsu such as Stunning Blow.


It gets my vote :ph34r:
Go with the kit it sounds great and is not over powerful. A sort of kensai/monk class i like it a lot but what about quivering palm?

#58 ronin

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Posted 27 November 2005 - 12:44 PM

Please whatever you do dont make a romance, I am so fed up with the romances out there, I like Yikari the way he is.

so, now I really shut up :D

ronin

#59 Shed

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Posted 27 November 2005 - 02:35 PM

I completely agree. Yikari never was and never will be romanceable ;).

#60 wellunhappy

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Posted 27 November 2005 - 03:46 PM

Please whatever you do dont make a romance, I am so fed up with the romances out there, I like Yikari the way he is.

so, now I really shut up :D

ronin


I have no clue what ronin69hof is banging on about???

I said I like the kit idea YAMABUSHI

Romance???? Don't monks take vows of celibacy can I just clarify I like the kit YAMABUSHI kit and thats it :huh: