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Mike1072

Gibberling Poobah
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Everything posted by Mike1072

  1. I don't think that either CLASWEAP or WEAPPROF change which weapons are usable by a kit - they relate to the proficiencies available when creating or levelling up a character. The base class of your kit (in your example, "12" for Ranger) determines which weapons and armour your class cannot use. The UNUSABLE hexadecimal value (0x00028000) puts further restrictions on a kit, such as limiting the type of armour they can wear. It is possible, but a little complicated, from what I've heard. The second paragraph of this thread explains more about doing so. It sounds like you are doing everything right. You will need to make a LUXXX.2DA file and use the COPY command to put it in your game, and then in your ADD_KIT command, you will need to specify it like this: // HLA table to use; see LUABBR.2da ~XXX~ So it has the same name as your .2DA file, but WITHOUT the "LU" before it. Your English is quite understandable - certainly it is more understandable than my French! I hope this post was able to help clarify things for you - and maybe someone else can jump in here if I've mistakenly provided any faulty information.
  2. What do you mean exactly? NPC applies kit to itself, or to the one talking to them? (Or to anyone?) I didn't mean a joinable NPC - I meant a regular NPC that anyone in the party can go up and talk to. You can set conditions in their dialogue to provide different options based on the class of the person who initiates dialogue with them (among many other things), and the kit can be directly applied to whoever they are talking to. It is also fairly easy for makers of new kits to insert more dialogue options to allow the choosing of their kit. If you plan to implement this, my biggest tip is to ensure your KIT.IDS has been properly fixed (ie. via BG2Fixpack) before testing.
  3. The AddKit() function is for scripts. There may be a way to set up things as you suggest but I think it might be a little cumbersome compared to just creating an NPC that can apply kits when you talk to them.
  4. I tested this with an empty CLAB file and it made it through character creation, so your error might be in there - however, there are a number of things here that should probably be fixed. // appended to CLASWEAP.2da ~C!Selune 0 0 1 1 0 1 0 0~ // appended column-wise to WEAPPROF.2da ~C!Selune 0 0 0 0 1 1 0 1 0 0 0 0 0 0 0 0 1 1 0 0 1 1 1 0 0 0 0 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~ // appended to ABCLSMOD.2da ~Ninka 0 0 0 0 0 0~ The first entry of all of these should be changed to match your internal kit name, Ninja. You should also try to fill in the Backup and Author fields appropriately. Optionally, you might want to change the kit names and descriptions. Changing the Lower name to ~ninja~ is very marginally useful - it will change the size of the text to match most* of the other kits on character creation. Changing the mixed name to ~Ninja~ will make it not stand out as much compared to the other kits and classes on various screens but is a matter of taste. To be clear, the help text/kit description is the spot to place the full description of the kit including advantages and disadvantages - it was merely cut for length in the tutorial to save space. * For whatever reason, the cleric kits seem to be "special" in this regard - their lower string capitalizes the name of the deity, making it look slightly strange. I would recommend this for inclusion in some fixpack - if anyone actually cared about it.
  5. This means that these classes cannot be kitted for a PC, correct? NPC only kits for these classes can be made, can't they? (Good to know before I start trying to tinker about) Err, no. These four really are hardcoded and unkittable. With a custom NPC though, you can grant extra abilities and such with a script that grants extra abilities at level-up. I believe Sorcerers and Monks can be kitted, but you can't select the kits when creating your character, you have need to edit their kit in-game with AddKit() or by using Shadowkeeper. The values for Sorcerer and Monk are 19 and 20, respectively, from class.ids. I did a bit of testing with this yesterday and discovered that for trueclass, multiclass, and dual classes whose ORIGINAL class is Mage, the spells are added properly (upon gaining a level in any class). Dual classes who start as something other than mage seem to never gain the extra spells. Also, going from specialist to trueclass will reduce the number of spells to the proper amount on levelling.
  6. I wanted to comment about the kit creation tutorial - which, by the way, rocks. The only thing I thought I should mention is that the info regarding this section from Part Three: I had created a custom HLA table and named it LUDT1.2DA. When I got to this part in the .tp2, I had put in ~LUDT1~. I was frustrated when I levelled up my char in-game and he didn't get any HLAs. It wasn't until today when I was browsing LUABBR.2DA with NI that I discovered my kit sticking out with the LU prefix that none of the other kits had. So, I modified my .tp2 to just ~DT1~ and re-installed and everything worked fine. I thought it might be helpful for newbies if you included a small note about this in that section. Also, I think it was mentioned earlier that someone had skipped the ToB-related lines because they only used SoA and it was failing to install because of that, so perhaps it could be stressed that although the lines are ignored if using SoA, it is necessary to have them.
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