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#1 Sticz

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Posted 28 November 2006 - 06:21 AM

I have been scouring the pages here and pouring over Infinity Explorer.

I found the CLAB Files that remove the abilities of a Paladin when "fallen".

My idea is to make a Blackguard kit, and make a new CLAB file to "Protect from spell" or remove the "disable button" entirely for all paladins in CLABPA05.

To combat the issue of when the Blackguard falls, I would edit the script in AR0602 to include something like:

IF
Class([PC],PALADIN)
Alignment([PC],MASK_EVIL)
THEN
RESPONSE #100
ActionOverride([PC],FallenPaladin())
ActionOverride([PC],ChangeTitle(~Blackguard~))
END

Or something along these lines. The only issue I would have is protecting from the CLABPA05 spells that remove the spell-casting and turn undead abilities. These spells are fairly specific, so they are either something I can protect against, or something I should be able to restore after he/she falls.

I will need to work on it, but since the kit changes on 'falling' I should be able to adjust fire on the Paladin quests and make the Radiant Heart hostile and Garren dubious to your actions.

I already have an expanded thief stronghold going, I could easily parallel the quest for the BlackGuard, making similar quests to the new areas I have imported into the game.

Or, am I WAY off base with this one?


Sticz
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#2 ronin

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Posted 28 November 2006 - 11:25 AM

Then just install sword and fist mod from G3, it has a blackguard.

ronin

#3 Sticz

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Posted 28 November 2006 - 01:15 PM

The only problem with that is I also want to install components from divine re-mix as well. I will make my own kit. However, I would like to see how they did that at G3, so I will take your advice and break that mod appart and do an 'alien autopsy' on it.

Thanks

Sticz :devil:
"For a crazy person, you don't drool much." Complement from Dilbert's Wally.

#4 Andyr

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Posted 28 November 2006 - 05:15 PM

My Sword and Fist version of the Blackguard was a Fighter kit, as I couldn't find a satisfactory way of implementing it as a Paladin. It will "fall" on a high enough reputation, though, which was achieved through scripts.

IIRC Weimer's Blackguard was a Paladin, although the racial limitations meant it was Human-only, and class limitations meant whenever you would've Fallen (if you were a real, LG Paladin) your use of class abilities for the day was regained, as a result of AddKit().
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#5 Sticz

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Posted 29 November 2006 - 05:51 AM

I am running into that portion now. I do not want LG Paladins to be walking around lopping-off heads and not suffering consequences. I am wondering if, when I start a new game I can make the Blackguard 'fall' and then AddKit() after a Wait(1) and have the CLAB file restore the abilities. If I can get it right, it would be nice, I am just wondering if the game engine will repeatedly 'check' to see if the kit CLABPA05 is applied, or if it just checks for the 'fallen' attribute in the main game file. I know that for NPCs it is very different. I made an NPC Anti-Paladin to see how it worked (I just added effects to the .CRE file that did a 'change title' and 'restore button') and the party member never lost paladin abilities and did not have a title change. I guess the programmers figured that any NPC Paladin would ditch the party as soon as it became too evil.

I will test this out tonight, hopefully, and see how it goes.

Sticz
"For a crazy person, you don't drool much." Complement from Dilbert's Wally.

#6 Andyr

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Posted 01 December 2006 - 03:33 PM

Yeah, NPCs cannot Fall so you can make your own Fallen Ranger/Blackguard kits for them without worrying about reputation. :)
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