berelinde Posted December 24, 2006 Posted December 24, 2006 I'm pretty sure that BG2 Fixpack fixes the kit.ids for BG2. At least I see it itn the tp2. I'm planning on using those kit.ids in my Tutu mod, but BG2 Fixpack isn't designed for Tutu. Would it even work in a Tutu installation?
devSin Posted December 24, 2006 Posted December 24, 2006 Yes. The engine and compilers use the IDS, so you'd want to fix it up if you were doing Kit() checks in Tutu.
berelinde Posted December 24, 2006 Author Posted December 24, 2006 And I am, all the time. Best seek permission to borrow, then. May I borrow that?
devSin Posted December 24, 2006 Posted December 24, 2006 Of course. The KIT fixes are common code that anybody can use. Make sure you snatch them from the latest release TP2 (since it may have changed from the evil wiki code).
berelinde Posted December 24, 2006 Author Posted December 24, 2006 Thanks! I grabbed it off my SoA install, but I'd better check to be sure I've got the latest version.
cmorgan Posted December 24, 2006 Posted December 24, 2006 Check the BG1 NPC tp2 for some other stuff, too - especially the tph entries. They can all be set up so that they only change stuff that needs to be changed on a specific install, so it is probably better to be sae rather than sorry!
berelinde Posted December 24, 2006 Author Posted December 24, 2006 Already looted... er... I mean checked.
Nythrun Posted December 26, 2006 Posted December 26, 2006 I don't think the "evil" wiki code has changed. I'm not entirely convinced the wildmage/barbarian kit simultanious kit definition is totally functional, and I don't like the internal names being silly, so I've got the following in the levelonenpcs mess that I'm making and am considering using unique identifers in the word that Kit() fails to check. // edit That doesn't help you at all, sorry. Deleted.
berelinde Posted December 26, 2006 Author Posted December 26, 2006 I need to be able to check for OR(3) Kit(Player1,ASSASIN) /* sic */ Kit(Player1,MAGESCHOOL_NECROMANCER) Kit(Player1,BOUNTYHUNTER) vs !Kit(Player1,ASSASIN) /* sic */ !Kit(Player1,MAGESCHOOL_NECROMANCER) !Kit(Player1,BOUNTYHUNTER) After that, everything else is gravy.
Nythrun Posted December 27, 2006 Posted December 27, 2006 You're good to go then It won't hurt anything if you add Kit(Player1,ASSASSIN) to those blocks, it will just always return false if someone hasn't corrected the spelling errors in their own install - Fixpack doesn't (probably for compatibility reasons) but some other mods do (*cough*). If you don't want to, it will hardly ever matter either
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