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.Some classes can not be kitted - Sorcerers, monks, barbarians, and wild mages can not be kitted.
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)

Discussion: BG2 Kit Creation Series
#16
Posted 06 April 2004 - 07:25 PM
I came here with a simple dream: a dream of killing all humans. And this is how it must end? Who's the real seven billion ton robot monster here? Not I. Not... I.
#17
Posted 06 April 2004 - 07:27 PM
EDIT: oh yeah, has anyone else noticed that there's a CLABMO01.2da? It suggests that Bioware at least thought about letting Monks have kits

Edited by NiGHTMARE, 06 April 2004 - 07:29 PM.
#18
Posted 06 April 2004 - 07:53 PM

Click here to visit Aklon's G3 page.
Cam is on some kind of crack or something... either that, or it's the influence of Dr. Feelgood. - Icelus
The second confusing thing about Australia are the animals. They can be divided into three categories: Poisonous, Odd, and Sheep.
-Douglas Adams
#19
Posted 07 April 2004 - 12:04 AM
I just tested this on Aerie, and basically just copied the cavalier entry in kitlist.2da, changed it's kit number and class number, then levelled her up. She got the extra mage spell slots that mage kits get.AddKit()ing a mage kit doesn't grant the extra spell per level.
#20
Posted 07 April 2004 - 02:18 AM
Yep. They're generally of the nature 'don't annoy Idobek.'
#21
Posted 07 April 2004 - 11:53 PM
I think it is the kit's column in weapprof.2da, with the ID column being 0.KITLIST.2da - The PROFICIENCY column is unknown, save that every kit has a unique value.
I pretty sure the index name can be up to 6 charaters in length.LUABBR.2da (ToB only) - The index name must be 3 charactes in length; the file for the HLA table is always LUXXX.2da where XXX is the entry in this table.
Yep. They're generally of the nature 'don't annoy Idobek.'
#22
Posted 08 April 2004 - 08:26 AM
Suggested plugs include "Click here so Compton doesn't ban me. http://www.pocketplane.net/ub"
The most reliable way to get hold of me is via email (button when viewing my profile).
#23
Posted 08 April 2004 - 11:10 AM
I came here with a simple dream: a dream of killing all humans. And this is how it must end? Who's the real seven billion ton robot monster here? Not I. Not... I.
#24
Guest_Guest_*
Posted 30 May 2004 - 05:12 PM
When you write the appending .2da files, do they have to be in that same order? (eg. in the tutorial you started with CLASWEAP, but could I have started with WEAPPROF?) Also, I saw that the append stuff was after //, making it a comment?
#25
Posted 30 May 2004 - 05:27 PM
The ADD_KIT functions expects the appending done in a certain order, so you will need to stick with the order as given in the tutorial.Hey, I'm new at this and have one question:
When you write the appending .2da files, do they have to be in that same order? (eg. in the tutorial you started with CLASWEAP, but could I have started with WEAPPROF?)
The // comment tells WeiDU to ignore everything from // to the end of the line. Since the appends are not on the same line, they're fine.Also, I saw that the append stuff was after //, making it a comment?

The other type of commenting you may see are /* comments like this */. Anything between the /* and */ gets ignored, including if the comment runs more than one line.
I came here with a simple dream: a dream of killing all humans. And this is how it must end? Who's the real seven billion ton robot monster here? Not I. Not... I.
#28
Posted 19 July 2004 - 09:58 AM
I came here with a simple dream: a dream of killing all humans. And this is how it must end? Who's the real seven billion ton robot monster here? Not I. Not... I.
#29
Posted 20 July 2004 - 08:34 AM
French translations:
I came here with a simple dream: a dream of killing all humans. And this is how it must end? Who's the real seven billion ton robot monster here? Not I. Not... I.
#30
Posted 20 July 2004 - 12:30 PM
You mean we don't have to assign the K_M_X to mage kits? <frustration>*Commences hair pulling and screaming*</frustration> I share the common sentiment of "Why did they all say it was hardcoded, darn it!" This is what I've been doing for all my mage kits:Hang on...
So, you can add new mage kits as long as you don't add them to K_M_X.2DA files?
If so, does this mean we can create new mage kits and assign them to the PC with AddKit() or similar?
Create a bard kit
Create a script for changing to mage kit:
IF
blah
THEN
RESPONSE #100
ChangeClass(Myself,BARD)
AddKit(BARDKIT) // Add my kit
ChangeClass(Myself,MAGE)
ApplySpellRES("kitspell",Myself) // This spell fixes all the problems that changing to a bard created.
END
Wish I had seen this earlier!
Reply to this topic

0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users