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> kit creation question
lroumen
post Jun 1 2009, 08:38 AM
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Posts: 522
Joined: 12-April 06
From: Netherlands




Hello everyone.

I am attempting to create a kit, but I run into a problem and I would like to hear some opinions.

I was thinking that since you cannot change the layout of the functional buttons, you may be able to change their behaviour. So I figured, since the bard already has a thieving button for his pick pocket skill, would it be possible to give a bardkit the ability to pick locks and remove traps?

1. I have attempted to add an OPEN_LOCKS line into the bard 2da right under his pick pocket ability, but I'm guessing that that never gets read by the game.
2. Next I tried to give him thieving points with shadowkeeper to see it that worked in any way. But when I detected a trap with another thief I simply could not get the trap disable button with the bard.

So I guess my current conclusion is that the bardic thieving button only works for pick pocketing. Now that means that it must have some of its natural capabilities disabled by the game (the pick locks and remove traps ability). Therefore, I wonder if anyone has ever looked further into the game to see how these abilities are removed. Since it is possible to disable a functional button using an op-code, maybe part of the thieving has also been disabled with an op-code and can be undisabed (reenabled).

It is also possible that thieving for thieves is added by thieving points, whereas the thieving for other classes (monk, ranger, bard) is added through a 2da. It does not seem possible to have a non-thief class to get thieving points per level, so perhaps additional thieving skills are impossible for the other classes as well.



Lastly I think I will probably be able to fix the usability of a bardkit as a semi-thief by giving it a few knocks per day and a few find traps spells per day as kit ability. That makes him all-purpose in the end, but too powerful due to 100% successrate for the skills. Is it possible to have the spells efficiency scale per level (knock and find traps are only effective for trap difficulty of 50% or less for instance, to be increased upon level ups)? I'm guessing that the answer is no, but perhaps I'm wrong. Related to this, is it possible to re-memorise the casting of a spell after it has been used but without requiring sleep? That way I only need to give 1 knock and 1 find traps as kit ability, but that still does not give it proper scalability (such that it does not become overpowered compared to a normal thief who has scalability of the thieving skills).

Thanks for the responses.
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Ardanis
post Jun 5 2009, 05:17 PM
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Posts: 146
Joined: 1-November 06
From: Saint-Petersburg, Russia




QUOTE
We can increase the Global("ag_%skill%_set","locals",0) with 1 every time we pick a certain skill upon level up as suggested.
Then upon shapeshifting/polymorphing we check the value of the global of each skill and apply the +15% several times per skill at once.
I've thought of it, and it's how I had things to work in my case as well. But in game it may look a bit technical as IIRC there'll be a flood of '<CHARNAME> - SpellName' lines it the game log, whereas applying the boosts via single file would be 3-4 at most. Also, local variables can only be called by their owner, so if they're assigned to Charname then there's no direct way for a summon to read them. Though nobody prohibits to have Charname to temporarily switch his script.

While I was typing, I thought of something else - instead of polymorphing (and thus needing the scanning routine), the bard can simply change their class to a thief. I can see possible issues with the items currently being equipped, but it may work. Question is, what to do if such a character will decide to level up? Though it likely will remain a problem even with polymorphing.

PS Btw, said 120 files can be generated as well, without much effort involved. Then there won't a hassle with scripts at all, although the dlg will grow up and there'll many files in the override folder (which, while is undesired, isn't that much of an issue if their numbers are within a hundred or two). But the main drawback would be the large dialog file.

This post has been edited by Ardanis: Jun 5 2009, 05:38 PM


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lroumen   kit creation question   Jun 1 2009, 08:38 AM
Ardanis   Next to everything about classes-buttons is hardco...   Jun 1 2009, 08:10 PM
lroumen   Yes, exe hacking is a bit beyond the scope of my f...   Jun 2 2009, 06:52 PM
lroumen   I've had a thought-wave. Perhaps it would be ...   Jun 3 2009, 06:30 AM
Ardanis   It will probably work. I can think of such a tric...   Jun 3 2009, 05:29 PM
lroumen   It does make sense. Perfect sense. I cannot believ...   Jun 4 2009, 06:27 AM
Ardanis   That largely depends on how many times a bard will...   Jun 4 2009, 03:11 PM
lroumen   I see that this code greatly reduces the amount of...   Jun 5 2009, 07:37 AM
Ardanis   I've thought of it, and it's how I had thi...   Jun 5 2009, 05:17 PM
lroumen   Unfortunately, I really didn't have much time ...   Aug 25 2009, 08:28 AM
lroumen   Short update Coding the globals to work for 6 NPC...   Oct 6 2009, 07:49 AM
lroumen   Well, I tried the polymorph ability into a thief, ...   Oct 8 2009, 06:52 AM
lroumen   woohoo. I got changeclass and addkit to work to so...   Oct 22 2009, 07:45 AM
Hoppy   Have you tried creating innate abilities for your ...   Oct 28 2009, 05:26 PM
lroumen   Thanks for the tip, but the kit bonuses are not re...   Oct 29 2009, 08:18 AM
Hoppy   Anyway, the class changing was working a while ago...   Oct 30 2009, 02:16 AM
lroumen   Thanks for the tips. I will look into the possibil...   Oct 30 2009, 08:06 AM
Jarno Mikkola   Hmm, intresting. :thumb: IF Global("LR...   Oct 31 2009, 08:23 AM
lroumen   Hmm, intresting. :thumb: Just so you know, this...   Nov 2 2009, 09:55 AM
Jarno Mikkola   Question though, why would it not work with refine...   Nov 2 2009, 10:29 PM
lroumen   I will check Refinements regardless, but I think t...   Nov 3 2009, 08:48 AM
Jarno Mikkola   ChangeClass or ClassChange?!? Argh! Typing...   Nov 3 2009, 01:05 PM
lroumen   Good idea about the usb. I had not thought about t...   Nov 3 2009, 01:42 PM
lroumen   Update: - class changing fixed. it is working pro...   Nov 23 2009, 07:56 AM
Jarno Mikkola   I would like a tip for a reliable hosting site. An...   Nov 23 2009, 09:56 PM
Baronius   lroumen can always PM me with the details of what ...   Nov 24 2009, 10:22 AM
Jarno Mikkola   On a side note, I'm sure most members know her...   Nov 24 2009, 05:47 PM
lroumen   Oh, haha, I didn't mean it like that. If I wer...   Nov 24 2009, 01:46 PM
Baronius   As a forum member, you should be able to attach fi...   Nov 24 2009, 03:44 PM
lroumen   Oh right, I forgot about being able to attach file...   Nov 24 2009, 06:58 PM
Baronius   Jarno Mikkola: I don't know what megabytes you...   Nov 25 2009, 03:31 PM
lroumen   Well.. this is it. All info is in the zip file, bu...   Dec 22 2009, 01:43 PM
Jarno Mikkola   Ah, there's no primary mod folder(*modname* th...   Dec 22 2009, 02:37 PM
lroumen   Ah yes. The zip-file should be unpacked in the ma...   Dec 23 2009, 06:35 AM
Jarno Mikkola   The zip-file should be unpacked in the main BG2 fo...   Dec 23 2009, 07:16 AM
lroumen   Great, I had to fix a bug with the bardsong alread...   Jan 19 2010, 02:44 PM


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