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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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Post
#2
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Forum Member Posts: 522 Joined: 12-April 06 From: Netherlands ![]() |
Thanks for the tip, but the kit bonuses are not really a big problem. I can make a few spells as innates and give the kit a few nice bonuses that way, however, I would like it if I were able to choose my bonuses as I level up. That is why I have been trying to code this through a dialogue-based bonus-acquirement.
It turned out to be quite easy to get the dialogue and the bonuses to work, but getting back the information on how I have picked my bonuses has been rather complex as it involved this token business. I have managed this at the moment though. The token settings now work properly too, so the summoning of the djinni works well and his dialogue is fixed. The only problem is going to be when you gain several levels at the same time... you also summon multiple djinnis. I think I will fix that later as it is not a big issue at the moment. I will probably set a few triggers that will check whether you start in BG1, SOA or TOB related to the level you start with upon charactercreation.... otherwise you get a lot of summonings at the same time and the count can get lost somehow in the chaos making the dialogue inconsistent. The class changing has proven more difficult. I tried to make an innate that allows me to change form, but that does not change your class menu buttons (F1 to F12). As such, the bardsong is still there and the thieving abilities do not transfer such that you cannot pick locks or remove traps (and you do not have the detect traps/illusions button nor the stealth button). The only way to get this done is to script an actual class change. I am doing this by scripting a baf that is appended to baldur.bcs which always runs in the background. The script allows me to change a class when a certain global is tripped. The global is changed by an innate spell which is indeed added to the CLAB again. I can refresh that innate just fine so the innate is unlimited, though it will disappear when the innate is interrupted. Maybe I should make it uninterruptable. Anyway, the class changing was working a while ago, but now it seems faulty again. The global is tripped but the class is not changed and the block does not execute. I will need to bugtest this very thoroughly as I have done for an hour every day over the past month. At least I got it to work a few times, now to figure out how to get it to stay working. If I can get this to work well, I will be able to script a custom fighter kit which can be picked by any race and then script a class-change such that you become a half-orc-mage or a dwarven-bard or a halfling paladin or whatever, the 'legal' way, since you just gain the bonuses of the mage/bard/whatever class when you change to that class. Class limitations may be hard-coded but can be circumvented this way. I probably have to fix some bonuses at that point though, thac0, health, XP-level... Could be interesting at least for my own tampering within the game. |
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