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lroumen

Member Since 20 Nov 2006
Offline Last Active Jan 13 2011 12:31 AM

Posts I've Made

In Topic: Multiclassed Multikit Builder Mod [experimental]

12 July 2010 - 11:13 PM

That sounds brilliant. If you don't mind I will have a snoop around in your code to see how you accomplished it though I'm certain I will not understand most of the specifics :).
This is really very interesting. Great job!

In Topic: Multiclassed Multikit Builder Mod [experimental]

12 July 2010 - 02:39 AM

Curiously when pressed on K / L, to enable / disable Multikit it receives more spells

Ah, yes; that is a known issue (and it is in the readme). The end effects are not being tied to the kit spells, which means they don't get removed if you remove the kit. Result: add the kit multiple times and you get the spells multiple times... this goes for any cumulative bonuses too, as you can attest by looking at your Kensai/Necromancer/Assassin's THAC0 after you play with K/L a few times. I still haven't come up with a good solution, and one may not even be possible :-(

Hello Flamewing.

I really like the work you've put into the mod. I've had similar problems to fix in my own mod (class changing between bard and thief at will) and the problem is in how the CLAB file is enforced onto a character when you change its class. I had to fix it by clearing the CLAB completely and applying the bonuses on a level-based script.
I was wondering whether you managed to fix this problem because I would be very interested to know how it could be done.

I think that if you can scan the CLAB files of the kit, you can remove the GA_xxxx abilities via a removespell (the counterspells would be made at installation I guess), but I don't think that the AP_xxxx abilities can be countered unless you want to create counterspells for these as well.

However, would it be possible to create a backup cre before pressing K to replace the ingame cre when you press L?
Inconveniences such as item destruction and level problems could be overcome using a dropallitems type of workaround and a level tracker. It should be possible on NPCs (though not certain about Death Variable checks in scripts), but I wonder if it also works for the protagonist (does it end the game if you recreate the protagonist in-game?).

Just adding some thoughts for a fix to the problem.

Alternatively, disable the L feature... but that is probably not what you want.

In Topic: The Rogue Class Switching Mod (Bard to Thief and vice versa)

27 June 2010 - 11:04 PM

I uploaded a new file encompassing the fix for the button bar, a fix for the bard spell slots and a fix for TOB behaviour.
Coming back to slayer and other polymorphs. There seems to be no compatibility issues for these spells. The button bar refreshes appropriately.


For the next version I will have to figure out how to use different install modes with weidu and how to recode the whole thing to use invisible creatures as to not flood the baldur.bcs file with lots of code (tip from Jarno).
Other suggestions are welcome.

In Topic: The Rogue Class Switching Mod (Bard to Thief and vice versa)

14 June 2010 - 11:10 PM


- additional weapon prof stars may appear if you level at a certain point (where the thief and bad gain a prof star). Look at it as a bonus. You'll have the availability of many weapons anyway and you only get 1 star prof max anyway, so I don't think this is very imbalancing.

Wouldn't you get extra HLAs as well with this method?

Also: have you tried level draining the character and then having Restoration cast on him?

Sorry for the delayed reply. I was at a conference this week. I was able to get the delevel and relevel to work and I am trying to figure out a work-around for the HLAs (as in keeping track and removing all and regaining all), but that is also not very trivial. Not to mention that if you have none of the HLAs memorised, you will regain them all memorised. I think that overcoming the inconvenience is more a problem than a fix. I've been working on it quite some time, but when I come up with a new fix, another problem arises.

I have at some point tried level drain followed by restoration, but I could not get it to work. It seems you need to manually level up to gain the spell slots. Weird.

In Topic: The Rogue Class Switching Mod (Bard to Thief and vice versa)

28 May 2010 - 12:49 AM

DoubleClickLButtonObject() is a salvation to fixing the button bar. This will definately be in the next version.


I have also noticed that restoration does not work and I am implementing a different fix for the bard-spell-slots-not-being-gained-when-you-level-as-a-thief problem.

Future mod will have the following fix:
When you level as a thief and switch into a bard, you lose your switching ability and lose 1 level. This makes your bard-part give you a "level up" star. If you level up you will regain your thief switching ability.
Problems with this method:
- additional HP (which is countered by me deducting 6 or 2 HP from your character in case of level <10 or >10).
- additional weapon prof stars may appear if you level at a certain point (where the thief and bad gain a prof star). Look at it as a bonus. You'll have the availability of many weapons anyway and you only get 1 star prof max anyway, so I don't think this is very imbalancing.
At least it will be an elegant fix for the bard wizard spell slot and you don't have to wait until you level up later on.
I have to test it thoroughly, but a quick test shows that this can work. Now to make it bug-free.