Looks good, except:
- Effect: Create wepon(111): Instant/permanent until death (self) (devour attack +2, +3, +4, +5, +6 with other albilities, and 10% magic res ending at 50%)
Try using the opcode #143 . Like said, the 111 is magical item, the 143 is normal item, the 111 can be at it's slot while you have the 143 too, and the 111 is used first. So you get to trow the ~minimeteors and when they end, you still have the 143 equipped at the slot it was originally in.
If I were you, I would place your part of the script before the DestroySelf() -thingy ... and change the counter numbers so they from 0 to 1 with the class change, then 1 to 2 with the shapeshift, and from 2 to 3 with the destroy self thingy. Ths way you can actually check your savegame if the creature killed itself, or with a console command.
I added 2 x zero in my profience listing, then got further. Got a new fault msg now, looks like it doesent mather that i "should not list thief skills" unlless its a thief class, so i guess thats not the problem. Problem is my descriptions... Do you know whats wrong with them?
This error comes from this portion of the old .tp2 file:
LAF fl#add_kit_ee // launch_action_function start
INT_VAR
biography = 102836 // This is the biography, you can browse the dialog.tlk
// (with NearInfinity or DLTCEP) for the string you desire or just add your own.
briefdesc = RESOLVE_STR_REF (~Illithid, a smart creature often known as Mind Flayers or Ulitharid, wich devours the brain of the enemie foe~)
// this is a bool check, if it's set to 1, the Kit can get Fallen, like a Paladin
// if it's set to 0 it does nothing in the game. It's default value is 0.
fallen = 0
// if you set fallen = 1, you might want to add a custom string for when the Kit's user becomes Fallen.
fallen_notice = RESOLVE_STR_REF (~this is the string which will be displayed when the Kit's user becomes fallen~)
STR_VAR
I would quote out the lines that have the "fallen" in them. So just add the // to their beginnings.
Edited by The Imp, 22 October 2014 - 12:38 PM.