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#1
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Forum Member 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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#2
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Forum Member Posts: 522 Joined: 12-April 06 From: Netherlands ![]() |
Well, I tried the polymorph ability into a thief, and whereas the creature does polymorph, my weapon works and upon polymorphing back I regain my ability to polymorph.... the menu buttons do not change, thus the thieving part does not work. I do seem to have created a really good polymorph though, hahaha.
Soo.... scratch the simple polymorph approach. I will have to do it by scripting a classchange rather than having a kit ability that allows polymorphing. I can probably use the following bit of code (though changed to some extend): IF Kit((??),"LRSWITCH") //internal name of the kit is LRSWITCH Global("LR_SWITCH_CLASS","GLOBAL",0) THEN RESPONSE #100 SetGlobal("LR_SWITCH_CLASS","GLOBAL",1) ChangeClass((),THIEF) END But I would really prefer it if I could do this using an F12 ability. Question: Is it possible to create a spell that executes a script (in which I change the class from bard to thief or back)? I would probably have to do an AddKit(0) to remove the bardkit when I change the class and somehow use the AddKit() again to regain the class when switching back to the bard form. I have tried a spell with the effect: Set IDS state (#72) but that crashed my game. I cannot remember how I have done it before, but I have been able to get set ids state to work. Any tips? This post has been edited by lroumen: Oct 8 2009, 06:57 AM |
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