Caedwyr Posted December 11, 2007 Share Posted December 11, 2007 Where and how does the game know to assign the Druid Shapeshifter kit, its invisible armor upon character creation? Is this something that is hard-coded in, or can it be simulated for other items for other kits (invisible, unremovable items in certain slots)? Link to comment
devSin Posted December 11, 2007 Share Posted December 11, 2007 If you're talking about an AC bonus, it would be one of the SPCL spells. If you're talking about inability to equip any armor, it's a usability flag in every ITM. Otherwise, I'm not quite sure what you're asking. Link to comment
Caedwyr Posted December 11, 2007 Author Share Posted December 11, 2007 The shapeshifter class cannot equip any armor. This is due to an invisible suit of armor that starts out equipped in the Armor slot for a Shapeshifter Druid. I was wondering if I can do the same thing, and stick an invisible item in the off-hand slot of a certain kit to prevent the kit from being able to use 2-handed weapons. Preferably, I'd like the game to avoid wiping this item out when a new game is created, or all the items are forcefully removed from my characters inventory. Link to comment
aVENGER_(RR) Posted December 11, 2007 Share Posted December 11, 2007 This is not default game behavior, one of the mods that you have installed is affecting this. Way back when I played unmodded BG2 + Baldurdash, I clearly recall being able to wear the Shadow Dragon armor with a Shapeshifter (bug). Link to comment
Avenger Posted December 11, 2007 Share Posted December 11, 2007 It is possible to create an item in the armor slot. In this case, it is an AP_SP.... entry in the CLAB file. This would be pretty easy to find, determine the item (ctrl-m ingame). Then look for a spell which creates this item (DLTCEP can do it). Or just check the spells in the shapechanger CLAB one by one. Link to comment
devSin Posted December 11, 2007 Share Posted December 11, 2007 It's possible, but like aVENGER says, it's certainly not the default behavior for anything (as I stated, the flags in the ITM control whether a specific character can equip the item or not). I'm sure you can just find the opcode to create item in slot and stick an item in the shield slot from the SPCL (from your kit's CLAB) and make sure it doesn't ruin anything. You can set the magical and undroppable flags (but not unsellable/plot) to keep it from getting transferred; I don't see why it wouldn't work. It is, however, incredibly, incredibly lame to stick undroppable items in players' inventory slots. Just having your SPCL apply a gigantic offhand THAC0 penalty might be better (maybe your one-handed kit guy can sort of stick something in his stump, but it won't really be usable). Link to comment
Miloch Posted December 11, 2007 Share Posted December 11, 2007 Doesn't the monk class put an undroppable item in the left hand? Link to comment
Nythrun Posted December 11, 2007 Share Posted December 11, 2007 I think the slot's just disabled in the .exe. Let us know what mod is grafting permanent clothes onto shapeshifters? Link to comment
Avenger Posted December 11, 2007 Share Posted December 11, 2007 There is an object mfist[x] but i thought it is cloned in the fist slot (this slot is not saved, but generated on load) Link to comment
Caedwyr Posted December 11, 2007 Author Share Posted December 11, 2007 I was wrong about grafting a permanent item onto Shapeshifters. Its actually created when the Druid changes shape. I was more thinking of the possible undroppable item in the left hand of a monk and hoping to simulate this to provide a bit more variety in the selection of kit drawbacks availiable without having to much with kit unusibility flags. Link to comment
Nythrun Posted December 11, 2007 Share Posted December 11, 2007 mfist[1-9] are two-handed weapons, so there'd only be invisible off-hand items if the monk has a weapon equipped (unless they went really daft and hacked around the missing animations in the .exe). Could be, though - none of it is stored in the saved game. Link to comment
Caedwyr Posted December 11, 2007 Author Share Posted December 11, 2007 Hmm, ok that explains how it is implemented for monks. I guess I'll have to see if I can duplicate the effects I'm hoping to with a bit of experiementing. Link to comment
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