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Writing in Kits

Discussion in 'BG2: Throne of Bhaal (Classic)' started by smilingbandit, Apr 11, 2006.

  1. Gastong Gems: 5/31
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  2. Saber

    Saber A revolution without dancing is not worth having! Veteran

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    Are you still planning on having Detect Trap, Set Trap, and Knock as innate abilities?

    And where did all those spells come from? I mean, if you just had a ranger, you could cast some low level cleric spells, and that would be fine (with the addition of the 3 thief abilites) if you lowered the amount of ability points that can go into weapons. Forget about the mage spells, they are quite useless ('cept Detect Invis.)
     
  3. smilingbandit Gems: 2/31
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    Actually, I just hate constantly having to prepare spells. And I especially hate wasting good slots of cruddy spells. Hence spell-like abilities.
     
  4. Saber

    Saber A revolution without dancing is not worth having! Veteran

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    So you are making all of those into innate abilities? Alright. But, are you going to allow the ranger to have clerical spells as well? I don't think there is a way to turn off the spell ability, is there? (Note: I might be wrong, I've only read the tutorial briefly)
     
  5. Silverstar Gems: 31/31
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    You should cancel ranger spell casting ability, as Inquisitors are barred to have priest scrolls, I guess it can be done for a ranger kit too.

    You should NOT allow more than specialisation (two points) in any given weapon, maybe except one or two weapons which nomads really do prefer, like scimitar or such. Or what about it, the Nomad can be proficient in any weapon (1 slot) but can only specialise (2 slots) in nomad weapons, like scimitar, club, quarterstaff, spear, etc. Also, will you allow the nomad to start with two stars in Two-weapon fighting? It is a ranger kit, afterall!

    In no way they should be allowed to wear better than Studded Leather armor. A nomad with a full-plate mail makes little sense to me.

    This disadvantages (weapon prof. and armor restrictions) will make sure kit is balanced, kinda.

    Innate ability idea is neat.

    Wizard Spells:
    Protection from Petrification
    Detect Invisibility
    Luck
    Resist Fear

    Cleric Spells:
    Entangle
    Goodberry
    Resist Fire/Cold
    Slow Poison
    Cure Disesase

    These are all OK. You should also add Cure light wounds, a nomad should know a little about patching wounds. Maybe add mirror image too, a nomad living in the desert is knowledgable about the illusions and tricks of the land and heat and can create such limited illusions to fool his enemies or prey. :p Just my two cents.
     
  6. Maurolava

    Maurolava Neither to go back, nor to take impulse Veteran

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    It is possible, to give an example just look at the mod that Drew did, Berserker Minsc, it is basicly the same ranger kit, but without the spellcasting and he also fix the beserker rage that minsc has.
     
    Last edited by a moderator: Jun 16, 2012
  7. smilingbandit Gems: 2/31
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    Hold on a sec. I most certainy haven't decided to switch to Ranger. There are two problems with it:

    1) The Nomad shouldn't be disallowed from being evil. (I would certaily want to play a vicious, evil Nomad) I'm honestly not sure what will happen if I open up the alignments for it. I don't know that the system can handle it.

    2) I was actually thinking not that the class would get all those spells as such, but that they would get some of them as 1/day special abilities. That's why I chose minor spells that people normally don't memorize (in short, it means you don't have to carry around as much rubbish "just in case").

    3) That does limit multiclassing and such.

    I could borrow the Stalker's restriction table if it were a Ranger class, however. Still, I think it would work better as a Fighter. The normal Ranger is best left in light armor but they get heavier stuff, too.

    I may be able to make it a Fighter class and fake the armor problem. I'll have to see what I can do with some gained abilities. if I can check a specific flag for heavy armor, I can apply a penalty for its use.
     
  8. Silverstar Gems: 31/31
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    So you want it to be a fighter kit, to allow all alignments? Fine with me.

    What about armor/weapons allowed? Can you give a final word?
     
  9. smilingbandit Gems: 2/31
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    I want to limit the armor choices. I'm not sure I can code that, however.

    There's no switch to code each armor item individually. Item restrictions are done via the hardcoded classes, and I havcen't heard of a way around it. So I can copy the Stalker, for example, but I can't add in ym own.

    Am trying to find a workaround.
     
  10. Andyr Gems: 14/31
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    You could limit armour use to, say, Studded Leather and lighter by using the Stalker kit flag for your new kit.
     
  11. smilingbandit Gems: 2/31
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    Whil using the Stalker restrictions would give the class access to the Raager-only gear, I realized the answer was right in front of me. I apologize for being stupid.

    I can just add the Fighter and Stalker restrictions tables. Then only downside is that the Nomad won't be able to use the small handful of Fighter-only equipment, limited to the following:

    Amulet of Power
    Helm of the Rock
    Wong Fei's Ioun Stone
    Shakti Figurine
    Staff of Curing

    Once again, sorry for being a dummy. I have so much to learn about modding.
     
  12. Saber

    Saber A revolution without dancing is not worth having! Veteran

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    Haha, two things: No worries, you aren't stupid. We all have things to learn about modding (especially me... damn I_C_T). You are doing a fine job!

    And 2, those 5 things that the kit won't be able to use isn't a big deal.

    Also, I agree with Silverstar... he should probably have innate abilites like cure light wounds and mirror image (or, at least blur...). The rest of those spells, maybe, if you find reasoning behind having a Nomad having them. Like, they have the ability goodberries because they found a way on their journies to grow berries in close quarters, or something like that...


    And are you still keeping the thieving-type abilites as innate abilites?
     
  13. smilingbandit Gems: 2/31
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    OK, no more thief abilities. Can reach level 3 proficiency in the following: Axe, Scimitar/Wakizashi/Ninja-To Dagger, Warhammer, Club, Spear, Flail Quarterstaff, Longbow, Shortbow, and Sling; stuck to 2 in the others. In other words, Nomads aregood with nomad-style weapons (spear, scimitar), those used as tools (axe, hammer), or hunting weapons (bows). Can reach normal fighter maximums in weapon styles.

    I added the hex codes for both Stalker and the code for parent class (base fighter, here). So the character should be limited to only those weapons a Stalker AND a fighter could equip.


    Here's the basic level setup I have in mind. I'm thinking about adding in 'Protection from Hold' to go with the 'Protection from Petrification'. Should I do that? Should I add in any other special abilities (possibilities are at the bottom)? None of these abilities are powerful: they're mostly there to make the player's life a little easier and fit the theme.

    "Nomad"

    Level 1: AP_SPWI108 (Protection from Petrification innate)
    GA_SPPR207 (Goodberry 1/day)

    Level 2: GA_SPCL412 (Traps 1/day)

    Level 3: GA_SPPR205 (Find Trap 1/day)

    Level 4: AP_SPCL143 (Speed Factor -1 innate)
    GA_SPPR207 (Goodberry 2/day)

    Level 5: GA_SPPR205 (Find Trap 2/day)

    Level 6: AP_SPCL142 (+1 AC innate; a small concession to those who solo single-classed)
    GA_SPCL412 (Traps 2/day)

    Level 7: GA_SPPR207 (Goodberry 3/day)
    GA_SPPR205 (Find Trap 3/day)

    Level 8: AP_SPCL143 (another Speed Factor -1 innate)

    Level 9: GA_SPPR205 (Find Trap 4/day)

    Level 10: GA_SPCL412 (Traps 3/day)

    Level 11: GA_SPPR205 (Find Trap 5/day)

    Possibilities:
    Cure Disease: SPPR317
    Slow Poison: SPPR212
    Detect Invisibility: SPWI203
     
  14. Saber

    Saber A revolution without dancing is not worth having! Veteran

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    I'd take Cure Light Wounds instead of Cure Disease. But the other two are good. Everything sounds nice.

    And when I said Thief style stuff, I meant find traps and set traps.


    But I like the weapon restrictions you have going.
     
  15. smilingbandit Gems: 2/31
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    I know most people like Cure Light instead of Cure Disease or similar things. That's why I'm thinking: put Cure Disease in as a freebie. That way people can use it without feeling like they're giving up a "real" spell.

    I deciedd to drop the real thief stuff. C'est la vie.
     
  16. Silverstar Gems: 31/31
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    It sounds spiffy, when will it be ready? Also, what HLAs will it get? Surely a few thievery HLAs like Avoid Death etc. suit the concept? Can you code this?
     
  17. smilingbandit Gems: 2/31
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    I'm working out the Clab file today. I may need to check for the proper syntax but I believe I've got it.
     
  18. smilingbandit Gems: 2/31
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    Clab is done with. I changed some things, but nothing too major. Dropped the Immunity to Petrfication. Looking to pack it up and test soon.
     
  19. Saber

    Saber A revolution without dancing is not worth having! Veteran

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    This is for your PC, right? Or are you planning on writing an NPC with the Nomad class? If you are doing the latter, be warned: a good NPC takes a ****load of work!
     
  20. smilingbandit Gems: 2/31
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    I think I'm doing something wrong. Weidu doesn't do anything and just pops up the debug file.
     
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