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#1 Seifer

Seifer

    The best Anti-Paladin weapon is a tin opener...!

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Posted 27 June 2003 - 11:57 AM

Whats the best manner of creating a kit but making it unselectable for any of the startup races? I had looked ayt specifying a non-standardised race in the kit criteria.

Any other suggestions?

how come you always look so damn cool in every photo I see you in?!?


Speaking of modding, I listened to IER 3 yesterday, so you can have another quote for your signature: how come you sound so damn cool, as well as look it? It's unfair. Seriously.


Still a cyberjock, still hacking the matrix, still unsure of what that means.

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#2 japheth

japheth

    Codewalker

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Posted 27 June 2003 - 12:12 PM

You just don't add their entries to any of the K_X_X 2DA files. (e.g. K_F_H, would be Kit_Fighter_Human, so if you added your kit to that, then it would show up underneath the fighter class if the character being created was human.)

So, to do what you're asking to with WeiDU, you'd do this (I just cut + pasted Wes' mymod.tp2 kit example, the edited lines are in red):

// here we'll show an example of adding a KIT with WeiDU
BEGIN ~Generic (Fighter) Archer Kit~
/* As an example of adding a KIT with WeiDU, I'll add an Archer kit
* (equivalent to the Ranger archer kit) to the Fighter group. There's no
* reason that Archers should have to be good aligned woods-lovers. */

ADD_KIT ~WWARCH~ /* this is the "internal" name of your kit, like
* BERSERKER or LATHANDER */

/* this line is appened to CLASWEAP.2DA */
~WWARCH 1 1 1 1 1
1 1 1~

/* this string is appened column-wise to WEAPPROF.2DA, starting with the
* third line*/
~WWARCH 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 5 5 5 5 5 1 1 1 3 1 1 1 1 1 1 2 2 2 2 2 2 2 2 2 2 2 2 2~

/* this line is appened to ABCLASRQ.2DA */
~WWARCH 9 0 0 0 0 0~

/* this line is appened to ABCLSMOD.2DA */
~WWARCH 0 0 0 0 0 0~

/* this line is appened to ABDCDSRQ.2DA */
~WWARCH 17 0 0 0 0 0~

/* this line is appened to ABDCSCRQ.2DA */
~WWARCH 15 0 0 0 0 0~

/* this line is appened to ALIGNMNT.2DA */
~WWARCH 1 1 1 1 1 1 1 1 1~

/* this line goes to DUALCLAS.2DA */
~WWARCH 0 1 1 1 1 0~

/* this is the name of your abilities 2DA file, in the style of
* clabrn02.2da */
~mymod/wwarch.2da~

/* These are the 2da files listed in KITTABLE.2DA that you want your kit to
* be a part of. List as many as you like. */
~~ // I just listed nothing here. That's all you have to do to make your kit not available at character creation.

/* This is the "unusable" value you want for you kit and also the class
* value. These would normally appear at the end of KITLIST.2DA */
~0x00008000 2~

/* This is the High Level Ability Abbreviation (see LUABBR.2DA)
* Normal values are Fi0, Pa0, etc. */
~Fi0~

/* This is the TOB starting equipment list. Put a * if you don't want
* something. See 25STWEAP.2DA. */
~LEAT20 DART03,40 HELM07 BAG26 RING06 RING31 CLCK27 BOOT01 AMUL19 BRAC10 BELT06 AROW11,40 BULL03,40 BOLT06,40 POTN52,5 POTN04,2 POTN14,5 BOW11 BOW19 XBOW06~

/* These are the strings you want for the lower, mixed and help
* descriptions for your kit. */
SAY ~ generic archer~
SAY ~Generic Archer~
SAY ~GENERIC ARCHER: The generic archer is the epitome of skill with the bow. He is the ultimate marksman, able to make almost any shot, no matter how difficult. To become so skilled with the bow, the archer has had to sacrifice some of his proficiency with melee weapons and armor.

Advantages:
- +1 to hit, and +1 to damage with any missile weapon for every 3 levels of experience.
- Every 4 levels he gains the ability to make a called shot once per day. When he activates this ability, any shot made within the next 10 seconds is augmented in the following manner (according to the level of the archer):
4th level: -1 to THACO of target
8th level: -1 to save vs magic of target
12th level: -1 to strength of target
16th level: +2 bonus to damage

Disadvantages:
- An archer can only become proficient in Melee weapons; he may never specialize.
- An archer cannot wear any metal armor.~
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