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Applying Maluses (negative buffs) to Kit when using certain Weapons/Items


Reddbane

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I've been theorizing about replicating certain aspects of the Oriental Adventures Kensai in Baldur's Gate EE. I know using certain opcodes you can make it so a kit has to-hit or damage bonuses when using melee weapons and/or ranged weapons, and as well these bonuses could be changed into maluses. But is it possible to create effects so that equipping certain item types (ie swords, axes, bows, armor) applies a malus to the kit? It is possible to add extra maluses when using a weapon you are not a Grandmaster in? Is it possible to add maluses to all but one weapon, but those maluses are applied based on the player's choice of a single preferred weapon? It is possible to add a personal experience penalty based on what item is equipped?

 

For clarification:

In 2e P&P a Kensai could wield any weapon, even ranged ones, but would only gain their combat bonuses with one melee weapon type they had chosen. They could technically pick up a bow, or a different weapon, but they would gain no bonuses with it, and would only gain half xp while using it.

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The not having proficiency points is hard coded into the game, sorta*. This coupled with the fact that can just leave the kit to not be able-ed to put any prof points into the said weapon could be used as the malus... as you will get teh -1Thac0. And also you can adjust the non proficiency to not give the higher level (7 & 13) attack per round bonuses by just editing the wspatck.2da's first actual table line to contain just zero'es. This will make the non proficient player characters all to reduce their attack speed, not just the Kensai, but you could ask yourself -should anyone really be getting speed bonuses, if they have never trained with the weapon.

*The attacks per round is the only thing that can be easily tweaked actually.

 

2DA V1.0
0
 LEVEL1 2 3 4 5 6 7 8  9  10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40
0    0  0 0 0 0 0 0 0  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0  0
1    0  0 0 0 0 0 0 -1 -1 -1 -1 -1 -1 1  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1  1

 

 

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That is definitely possible (equipping effect, timing mode 2, using opcode 177 to filter for the kensai kit, and have it reference an .eff file that you make that applies a penalty.)

 

If you want the penalty to change depending of your proficiency with the weapon, that is possible on the2.0+ patch for the EE games using opcode 326... but making it work is substantially more complicated.

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