Fighter Kit with Monk abilities
#1
Posted 26 January 2007 - 06:33 AM
What am I doing wrong?
#2
-XzPePijNzX-
Posted 26 January 2007 - 11:44 AM
well you're probably creating it under the fighter kit, using that usability flag and such. But still that's not enough.
To what .2da files did you append for example? What new .2da's did you create, etc. etc.
Edited by XzPePijNzX, 26 January 2007 - 11:49 AM.
#3
Posted 26 January 2007 - 11:57 AM
The spell needs to add item in slot, and then set it to FIST (I can't remember for certain how the spell functions work). If for some reason you are unable to use a spell to insert this item, you may be sunk.
The MFIST is what gives the monks their unarmed fighting abilities.
NOTE: When you use the unarmed fighting abilities of a monk, no matter what class you try and play, you will never be able to use your off hand or use a two-handed weapon.
Sticz
#4
Posted 26 January 2007 - 12:33 PM
The problem is, as Sticz mentioned, that monks have a weapon called "Fist", instead of using a default fist which increases with level. I'm currently trying to add such an item to my CLAB file with a spell, but I'm not sure how.
Edited by Pain Elemental, 26 January 2007 - 12:33 PM.
#5
-XzPePijNzX-
Posted 26 January 2007 - 12:38 PM
create a new spell, make 50 extended effects for each level and use the spell effect Create magical weapon (effect 111). Set duration to permanent and set the resource to the monks fist. Then have your new spell cast upon your character at each level-up. You would however have to recast it on every level-up of the character.
or perhaps a better solution would be to use the same scripting method as the level-25-cleric-recieves-a--ring-of-his-deity-script. (you know, level 25 cleric automatically obtains a ring based on his alignment). Well make that ring a monk fist and have it force-equipped.
Edited by XzPePijNzX, 26 January 2007 - 12:46 PM.
#6
Posted 26 January 2007 - 12:53 PM
That, however, is just my perspective and I am often quite unballanced in many many many ways.
Sticz
#7
Posted 26 January 2007 - 01:07 PM
Oh, and Sticz, it just for testing purposes
[EDIT]
Hey, I figured it out. It seems you have to use the command Create Item in Slot and choose 10 as the first parameter. Thanks for the help.
Edited by Pain Elemental, 26 January 2007 - 01:26 PM.
#8
Posted 27 January 2007 - 01:21 PM
All just food for thought. I am wondering how your spell was written out that it failed. DLTCP or NI should allow you to put items in SLOT 10, but I don't have a computer with those programs on it with me ATM.
I will try to get a quick 'how to' to you tonight or tomorrow if I can figure out how to do it.
FYI: If you want to add the item with a spell, you will have to use scripting to fire the spell, the CLAB table will not help you since it is an item and will be lost when you start a new game. Try the following code and remember that you will have to add your new spell to the spell.ids.
IF
Kit(PLAYER1,NINJA)
Global("NinjaHands","AR0602",0)
THEN
RESPONSE #100
ReallyForceSpell(PLAYER1,SPIN838) ///Not sure if that is correct, you may have to check
SetGlobal("NinjaHands","AR0602",1)
END
I use a similar script such as this for my BLACKGUARD kit. It is a paladin kit that I simply cause to fall instantly on creation, then re-name it from fallen paladin to blackguard and restore spells and turn undead. It works flawlessly except that you have to add the script to both the SoA begining and the TOB begining.
Just make sure that your spell is applied after the game takes away all of your items.
Sticz






