Hehe, you killed character instead of creature? Are you able to fix it?
Nope, ... but you get to guess which.
K, so I'll upload the construction "platform" I have made, feel free to adjust it how ever you wish. It doesn't work as intended as I need to make the character to be a little less of a super fighter mage, and then apply a further fixes.
As it now stands with ~100 HPs, Thaco at 5, 2.5 attacks etc in the ToB start among other things, as starting as a Fighter gives "a few" ... too many additional advantages that the gelevel.spl was supposed to get rid off, but as it crashes the game, I am unable to fix it for now.
PS, when you install this version, it's likely to break the previous version of yours, so if you use the previous to actually play a game with, it's no suggested that you use this in the same game.
And if you install it, it would be nice if you at first didn't look in to the .tp2 file, but instead started a Human Fighter -> and so on... for the reasons of fun.
Ouh and you should choose a better GLOBAL name that in this one, well actually 6, as it so happens that I had to add a (1-6)number to the end to make this able to be applied to a party member for reasons you'll see.
And another thing, the mind1M.bmp has a white line at the end, and it shows up badly in the non-EE BG2, so please make a better file, as too big is not really a problem, but the too small kinda is.
The download link at mediafire. The file is a .zip archive... I will try to make this better at some point. But not today(it's night so at least 24-36 hours from now).
And you have to still level up ones to get the mage spells, the gelevel.spl was supposed to fix that too... but you know.
Okay, thanks a lot
Yes i already have a game playing with the old version of the kit, so im currently going for level 21, on my way to slay the black dragon
And I have forgotten how to get to trademeet, if thats the name, as i need to buy a belt there xD It feel a little overpowered 2 more levels and I have +6 attack with pretty deadly function, a bit early i guess ;d Still, playing in a 6man team it would be waaaay weaker ;d
So im soon going to the imprisoned one in a day or 2, so basicly its going fast After I have gone true the game I will install the new version of mod and test more on that one I have it downloaded now So, by starting the kit at TOB gives fighter HLAs etc? I will try to start a game in TOB with current kit as well
Anyway, when it comes to comparison with a fighter/mage dual play its a bit overpowered, but Thaco/Life/damagde etc is basicly the same.
I can fix the picture, np
Also: The summon mind flayer to fight 4 me can be a bad idea, as if a mindflayer kills with draining intelligence(5 each hit). And then no exp, since the target just dies from beeing completely empty of intelligence My attack drain 1 intelligence each hit, but doesent kill the same way... I think I actually changed it to: 25% chance to drain 1 intelligence pr. hit.
I also think the shapechange will get fucked up when autoturning to slayer? I might turn human/elf again? Soon going to get a place to test it. Anyway, if so, then i could use the invisible creature again? With something like this:
(just function now, not correctly written at all xD)
IF Class: Mage, kit: slayer & Level 11-13 THEN autocast spell Shapechange: Greater mind Flayer.
IF Class: Mage, kit: slayer & Level 14-17 THEN autocast spell Shapechange: Ulitharid
IF Class: Mage, kit: slayer & got albility(Re-Equip devour attack +5) THEN autocast spell Shapechange: Greater Ulitharid
IF Class: Mage, kit: slayer & got albility(Re-Equip devour attack +6) THEN autocast spell Shapechange: Vampiric Ulitharid
Ofc I have to make 4 x new shapechange spells which doesent add albilities
EDIT:
I now checked with baal expansion start, yes it bugs there^^ The game "hang" and never started (The version before your fix )
Edited by Gel87, 30 October 2014 - 01:05 PM.