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Kit-Mod THAC0


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#1 ottomadenedamotto

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Posted 18 August 2010 - 02:46 PM

Heya folks. I'm working on my first mod, a simple kit based on the vanilla thief, but which I'd like to give the THAC0 of the fighter. If I can't do that, I'd like to simply give an attack bonus per x levels to match the fighter. Does anyone know how to do either of those things? Thanks in advance.

If it makes any difference, I've been using this guide.

Edited by ottomadenedamotto, 18 August 2010 - 06:19 PM.


#2 GeN1e

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Posted 18 August 2010 - 03:04 PM

You can't directly assign one class' thaco/spell/saves/whatever progression to another.
For workarounds, check out the Swashbuckler kit, it gains bonus thaco as he levels up.

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#3 Mike1072

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Posted 18 August 2010 - 03:08 PM

Heya folks. I'm working on my first mod, a simple kit based on the vanilla thief, but which I'd like to give the THAC0 of the fighter. If I can't do that, I'd like to simply give an attack bonus per x levels to match the fighter. Does anyone know how to do either of those things? Thanks in advance.

If it makes any difference, I've been using this guide.

Make a spell that gives a permanent +1 bonus to THAC0. You could apply this spell in the CLAB every other level to match the fighter's progression. However, keep in mind that thieves level up quicker than fighters.

#4 ottomadenedamotto

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Posted 18 August 2010 - 06:17 PM

Do I really have to make a spell to do that? Can't I just have the bonus apply automatically?

Edited by ottomadenedamotto, 18 August 2010 - 06:29 PM.


#5 Jarno Mikkola

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Posted 18 August 2010 - 07:56 PM

Do I really have to make a spell to do that? Can't I just have the bonus apply automatically?

Well, the spells effect does the automated stuff ... the actual kits are nothing but bunch off spells tied with usability checker, actually.
About the AP_* spells in the CLAB* -file, and after the spells are applied, their effects are always permanent(, until it's dispelled by a counter spell, made by you, as usually the Dispel Spell cannot dispel them), so actually, "the bonus apply automatically".

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#6 ottomadenedamotto

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Posted 18 August 2010 - 11:51 PM

Do I really have to make a spell to do that? Can't I just have the bonus apply automatically?

Well, the spells effect does the automated stuff ... the actual kits are nothing but bunch off spells tied with usability checker, actually.
About the AP_* spells in the CLAB* -file, and after the spells are applied, their effects are always permanent(, until it's dispelled by a counter spell, made by you, as usually the Dispel Spell cannot dispel them), so actually, "the bonus apply automatically".


Ah... I get it now. Thanks.

#7 ottomadenedamotto

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Posted 19 August 2010 - 11:19 PM

So, err... like I said, this is my first attempt at making a mod. I've been browsing the various tutorials here and I have a vague idea of what I'm doing. I think I've got everything I need, but how do I make a new spell (of the variety discussed above?) Also, what program should I use to do it? Please don't assume that I have any idea what you're talking about.

Edited by ottomadenedamotto, 19 August 2010 - 11:23 PM.


#8 ottomadenedamotto

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Posted 19 August 2010 - 11:22 PM

Didn't mean to do that. Please delete this post, thanks.

Edited by ottomadenedamotto, 19 August 2010 - 11:23 PM.


#9 Jarno Mikkola

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Posted 20 August 2010 - 06:21 AM

So, err... like I said, this is my first attempt at making a mod. I've been browsing the various tutorials here and I have a vague idea of what I'm doing. I think I've got everything I need, but how do I make a new spell (of the variety discussed above?) Also, what program should I use to do it? Please don't assume that I have any idea what you're talking about.

Tools to make a spell...
Well, I use the DLTCEP, you probably could use others, but I would recommend using that... and the base spells the game already has. This list should have somewhat of them:

/////////////////////////////////////////////////////
*****************************************************
BASE INNATE/KIT STATS SPELLS SET
*****************************************************
/////////////////////////////////////////////////////
AP_SPCL122 - Missile THAC0 and damage bonus +1
AP_SPCL131 - Magic resistance bonus +1
AP_SPCL133 - Casting failure to target (SPCL132.EFF)
AP_SPCL141 - Attack damage bonus +1, THAC0 +1
AP_SPCL142 - AC bonus +2 (all weap.)
AP_SPCL143 - Increase attack speed +1
AP_SPCL151 - Movementrate bonus +2
AP_SPCL153 - +10% resist. bonus Slashing, Crushing, Piercing, Missile
AP_SPCL154 - +5% resist. bonus Slashing, Crushing, Piercing, Missile

AP_SPCL221 - Immunity to Charm, Poison, Break morale, Panic; Dragons and Demons +3 to hit and damage, Acid and Fire res. +20%
AP_SPCL233b - Immunity to Charm and Hold
AP_SPCL234 - Disable spellcasting (button Spell select)
AP_SPCL235 - Disable Turn undead button
AP_SPCL241 - Undead damage and attack bonus +3
AP_SPCL242 - Immunity to Hold and Level drain

AP_SPCL331 - +20% to Stealth and Hide in Shadows
AP_SPCL332 - Backstab bonus +1
AP_SPCL341 - +15% to Stealth and Hide in Shadows
AP_SPCL351 - Disable Stealth button

AP_SPCL417 - Set Trap bonus +15%
AP_SPCL421 - Attack damage bonus +1, THAC0 +1 (HITPLUS1.EFF)
AP_SPCL441 - Bonus to AC +1 (all weaps)

AP_SPCL541 - Attack damage bonus +1, THAC0 +1 (HITPLUS1.EFF)
AP_SPCL542 - Change bard song effect (SPCL542A.SPL)

AP_SPCL642 - -2 to STR and CON

AP_SPCL751 - Change bard song effect (SPCL751A.SPL)

AP_SPCL812 - Movementrate bonus +2
AP_SPCL813 - Movementrate bonus +1
AP_SPCL814 - Immunity to Disease, Slow, Haste
AP_SPCL816 - Increase attack speed factor +1
AP_SPCL817 - Immunity to Charm
AP_SPCL818 - Immunity to Poison
AP_SPCL819 - +3% Magic resistance bonus
AP_SPCL821 - Immunity to non-magical weapons

AP_SPCL924 - Protection from poison
AP_SPCL925 - +10% resistance to Acid, Fire (and magical), Cold (and magical), Electricity
AP_SPCL926 - +10% resistance to Acid, Fire (and magical), Cold (and magical), Electricity
AP_SPCL927 - +10% resistance to Acid, Fire (and magical), Cold (and magical), Electricity
AP_SPCL931 - create Holy symbol of Lathander
AP_SPCL932 - create Holy symbol of Helm
AP_SPCL933 - create Holy symbol of Talos
AP_SPCL934 - create one of the above 3 items

************************************************************************************************

GA_SPCL121 - Called Shot
GA_SPCL144 - Kai
GA_SPCL152 - Barbarian Rage

GA_SPCL211 - Lay On Hands
GA_SPCL212 - Detect Evil
GA_SPCL213 - Protection From Evil
GA_SPCL222 - Remove Fear
GA_SPCL231 - Dispel Magic
GA_SPCL232 - True Sight

GA_SPCL311 - Charm Animal
GA_SPCL321 - Enrage
GA_SPCL342 - Find Familiar

GA_SPCL412 - Set Snare
GA_SPCL414 - Set Special Snare
GA_SPCL423 - Poison Weapon

GA_SPCL521 - Offensive spin
GA_SPCL522 - Defensive spin

GA_SPCL611 - Shapeshifts Brown Bear
GA_SPCL612 - Shapeshifts Wolf
GA_SPCL613 - Shapeshifts Black Bear
GA_SPCL621 - Summon Spirit Animals
GA_SPCL632 - Shapeshifts Spider
GA_SPCL633 - Shapeshifts Baby Wyvern
GA_SPCL634 - Shapeshifts Fire Salamander
GA_SPCL643 - Shapeshifts Werewolf
GA_SPCL644 - Shapeshifts Greater Werewolf

GA_SPCL721 - Storm Shield
GA_SPCL722 - Lightning Bolt
GA_SPCL731 - Seeking Sword
GA_SPCL732 - True Sight
GA_SPCL741 - Boon Of Lathander
GA_SPCL742 - Hold Undead

GA_SPCL811 - Stunning Blow
GA_SPCL815 - Lay On Hands
GA_SPCL820 - Quivering Palm

************************************************************************************************

GA_SPDR101 - Chromatic Orb
GA_SPDR201 - Web
GA_SPDR301 - Lightning Bolt
GA_SPDR401 - Improved Invisibility
GA_SPDR501 - Chaos
GA_SPDR601 - Chain Lightning

GA_SPRA301 - Haste
GA_SPRA302 - Minor Spell Deflection
GA_SPRA303 - Protection From Normal Missiles
GA_SPRA304 - Animal Summoning I
GA_SPRA305 - Animal Summoning II
GA_SPRA306 - Animal Summoning III


Edited by Jarno Mikkola, 20 August 2010 - 06:21 AM.

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#10 ottomadenedamotto

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Posted 20 August 2010 - 09:56 AM

Hmmm... okay. Thanks for your help.

#11 -StrixO-

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Posted 21 August 2010 - 11:05 PM

YOu can also cannibalize aVENGER's code. His 'rogue rebalancing' mod (Wisp's now?) gives swashbuckler's a thac0 progression identical to fighters using the method outlined above. He also adds plenty of comments to the tp2 files, so it's easy to navigate around.