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Clerics Fall


Wounded_Lion

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The concept:

 

Good-aligned Clerics should fall (in a manner similar to that of Paladins) at low reputations. Evil-aligned Clerics aren't affected by high reputations because they must often work under the guise of the righteous to accomplish great evils.

 

The mechanics:

 

Completed, possibly in need of tweaking (see code boxes below for details).

 

What I need from you:

 

In order for this concept to work (i.o.w. be fun to play), quests that allow players to regain their faith must be coded. Different quests for each of the default kits, Divine Remix kits, and other mod kits need to be created.

 

Would anyone be interested in coding quests for particular kits? Regaining the kit is accomplished via a simple AddKit() command. The difficult part of the work would be the creation and coding of the quest itself.

 

I myself would rather focus on other components of Morrow Gate, but I think that this component has real potential to expand the roleplaying opportunities available to players. You would be fully credited, and your work would be packaged with Morrow Gate.

 

If no one is interested in this, I'll add it to my massive to-do list and may finish it sometime in the next few years... :)

 

Please respond here with feedback, questions, or to claim a particular kit quest.

 

One more thing: If you'd rather test the component beforehand, then P.M me with your e-mail and I will send you the latest version of Morrow Gate that I've created (the current Preview Release doesn't have this component, so e-mail is the only way you'll be able to pick it up for testing).

 

- D

 

EDIT: Yes, I know that the proficiencies in the AddKit() command below are incorrect. They've been adjusted in the actual component (and will be adjusted here as soon as I have the time to grab the updated file and cut-and-paste it into this thread). :)

 

TP2:

 

/* CLERIC REVISION: GOOD-ALIGNED CLERICS FALL AT LOW REPUTATIONS */

BEGIN @20

COPY ~MorrowGate/LUMGFC.2da~ ~override~

ADD_KIT ~MGFALLEN~
~MGFALLEN 1 1 1 1 1 1 1 1~
~MGFALLEN 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 0 0 0 0 0 0 0 0   0 0 0 0 0 0 0 0 0 0   0~
~MGFALLEN 0 0 0 0 0 0~
~MGFALLEN 0 0 0 0 0 0~
~MGFALLEN 0 0 0 0 0 0~
~MGFALLEN 0 0 0 0 0 0~
~MGFALLEN 1 1 1 1 1 1 1 1 1~
~MGFALLEN 1 0 0 1 0 0~
~MorrowGate/MGFALLEN.2da~
~~
~0x00004000 3~
~MGFC~
~* * * * * * * * * * * * * * * * * * * *~
SAY @21
SAY @21
SAY @22

EXTEND_TOP ~BALDUR.bcs~ ~MorrowGate/MGFALLEN.baf~
EXTEND_TOP ~BALDUR25.bcs~ ~MorrowGate/MGFALLEN.baf~

 

MGFALLEN.baf:

 

IF
!Kit(Player1,MGFALLEN)
Class(Player1,CLERIC_ALL)
Alignment(Player1,MASK_GOOD)
ReputationLT(Player1,9)
THEN
RESPONSE #100
 ClearActions(Player1)
 ActionOverride(Player1,AddKit(MGFALLEN)
 DisplayString(Player1,@23)
END

IF
!Kit(Player2,MGFALLEN)
Class(Player2,CLERIC_ALL)
Alignment(Player2,MASK_GOOD)
ReputationLT(Player2,9)
THEN
RESPONSE #100
 ClearActions(Player2)
 ActionOverride(Player2,AddKit(MGFALLEN)
 DisplayString(Player2,@23)
END

IF
!Kit(Player3,MGFALLEN)
Class(Player3,CLERIC_ALL)
Alignment(Player3,MASK_GOOD)
ReputationLT(Player3,9)
THEN
RESPONSE #100
 ClearActions(Player3)
 ActionOverride(Player3,AddKit(MGFALLEN)
 DisplayString(Player3,@23)
END

IF
!Kit(Player4,MGFALLEN)
Class(Player4,CLERIC_ALL)
Alignment(Player4,MASK_GOOD)
ReputationLT(Player4,9)
THEN
RESPONSE #100
 ClearActions(Player4)
 ActionOverride(Player4,AddKit(MGFALLEN)
 DisplayString(Player4,@23)
END

IF
!Kit(Player5,MGFALLEN)
Class(Player5,CLERIC_ALL)
Alignment(Player5,MASK_GOOD)
ReputationLT(Player5,9)
THEN
RESPONSE #100
 ClearActions(Player5)
 ActionOverride(Player5,AddKit(MGFALLEN)
 DisplayString(Player5,@23)
END

IF
!Kit(Player6,MGFALLEN)
Class(Player6,CLERIC_ALL)
Alignment(Player6,MASK_GOOD)
ReputationLT(Player6,9)
THEN
RESPONSE #100
 ClearActions(Player6)
 ActionOverride(Player6,AddKit(MGFALLEN)
 DisplayString(Player6,@23)
END

 

TRA:

 

@21 = ~Fallen Cleric~
@22 = ~FALLEN CLERIC: Because of his or her actions, a Fallen Cleric has been abandoned by his or her deity.

DISADVANTAGES

No Spellcasting
May not Turn or Control Undead~
@23 = ~Lost Divine favor!~

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I so love this idea!

 

Unfortunately, I have only dipped my toes into the pool of quest coding, and my time is committed at present.

 

But it's cool!

 

Thanks! :)

 

I know what you mean about committed time: That is the same reason why I posted a request for collaborators; I don't have enough time to do all the stuff I'd love to do!

 

Thanks for the support!

 

- D

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Virtue has specialist clerics falling.

 

What is a "specialist cleric"? A kitted-cleric?

 

Does Virtue include methods of regaining faith? If so, I might be persuaded to pull this component. I don't suppose there's much of a point to duplicating work. Although I recall Virtue being... less than stellar to play in certain regards. Of course, that was an early version of the mod. I'll check out the mod's current incarnation.

 

- D

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Specialist means kitted, yes. I operate on the belief that unkitted clerics may change deity, but specialist priests require extensive training. (All my suggestions for Divine Remix are built upon this principle.) Thus, kitted clerics fall to unkitted when they stray from their faith, and we assume they have found minor solace in the worship of an alternative unspecified deity.

 

It's probably still less-than-stellar.

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Specialist means kitted, yes. I operate on the belief that unkitted clerics may change deity, but specialist priests require extensive training. (All my suggestions for Divine Remix are built upon this principle.) Thus, kitted clerics fall to unkitted when they stray from their faith, and we assume they have found minor solace in the worship of an alternative unspecified deity.

 

It's probably still less-than-stellar.

 

Interesting. The component above kits them with a Cleric kit that removes Divine abilities (Spellcasting & Turn/Control Undead) completely (via SPCL234 & SPCL235, if I remember correctly). They retain the awful Cleric THAC0 and item restrictions (they don't become Fighters of an equivalent level like Paladins). The HLA table is empty. :)

 

Multi-classed characters lose Arcane Spellcasting, too (because all Spellcasting is coded under one button). Divine vengeance, I suppose. :)

 

Any thoughts or suggestions, Sim?

 

BTW, I didn't mean that Virtue sucked; just that I didn't care for certain aspects of the system.

 

- D

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Interesting concept. I suggested an idea for a quest that could work with this, originally in the concept of the "reputation modification" thread. Though the "good" quest (i.e. "bring said evil artifact to the Seer Atop the Mountain so he can destroy it") isn't nearly as fleshed out in my mind as the "evil" quest. ;) Which would ultimately allow the party to rise within the ranks of a sinister cult, though I guess one could just flip it around to become a similar "good" quest.

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Interesting concept. I suggested an idea for a quest that could work with this, originally in the concept of the "reputation modification" thread. Though the "good" quest (i.e. "bring said evil artifact to the Seer Atop the Mountain so he can destroy it") isn't nearly as fleshed out in my mind as the "evil" quest. :D Which would ultimately allow the party to rise within the ranks of a sinister cult, though I guess one could just flip it around to become a similar "good" quest.

 

I like it! Evil quests (and new evil solutions to existing quests) are high on my list of favorite ideas.

 

I think that this project is likely going to end up on my to-do list due to lack of interest so far... I'll include the component in the next version of Morrow Gate, but it won't truly be worth installing until I (or someone else... hint, hint... ;)) codes some quests for it.

 

BTW, your "evil artifact" comparison to RL is hilarious. :D

 

- D

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