I wanted to make a couple modifications to the Undead Hunter Kit, but when I try to search in NearInfinity I am able to locate the class description, but not the actual location where I could give abilities.
Here's the
2rd part of the instructions about making a kit for the classic non-
EE BG2. That's pretty much the info you need to utilize
What you wish to do is change one of the applied spells in the CLABxxx.2da file. At least normally the file you need to edit is the CLABPA04.2da, or the spells listed there in, you can check it from the kitlist.2da ... quote from the above link:
CLABFI01.2da et al - This file controls what spells and bonuses are applied to te kit at level-up. Each kit and vanilla character class has a unique CLAB file, set by the KITLIST.2da file in the ABILITIES column. The columns correspond to the level at which the kit receives the ability and the rows list the abilities gained. Rows can be added indefinitely. There are three types of entries for the abilities: **** (nothing), AP_spellname (applied) or GA_spellname (gained). Spells that are applied are for permanent abilities such as a Wizard Slayer's inherent magic resistance or a barbarian's speed increase. Gained abilities are for once (or more) per day abilities, such as a Kensai's kai or snares for thieves. The CLAB file will probably be the most important file for creating your kit.
Got to tell you Argent77, your ninja-ing attempt has a little refining to be done. Not that it 's not a good starting point, but...
Edited by The Imp, 25 April 2014 - 02:38 PM.
Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit).
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.