CamDawg Posted April 7, 2004 Share Posted April 7, 2004 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) 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. Quote Link to comment
NiGHTMARE Posted April 7, 2004 Author Share Posted April 7, 2004 (edited) No, I don't believe you could create a kit for these class even if it were NPC-only. You could, however, simulate a kit for them by adding stuff to their .cre files, through scripting, etc. 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 April 7, 2004 by NiGHTMARE Quote Link to comment
BigRob Posted April 7, 2004 Share Posted April 7, 2004 Ah, thanks. Better learn some scripting then. Quote Link to comment
Ghreyfain Posted April 7, 2004 Share Posted April 7, 2004 AddKit()ing a mage kit doesn't grant the extra spell per level. 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. Quote Link to comment
Idobek Posted April 7, 2004 Share Posted April 7, 2004 Heh, I had only tested this on Imoen and Nalia and assumed the problem to be universal, it is not. Adding a kit to trueclass or multiclass mage gives the extra spells. Adding a kit to a dualclass mage (or a mage/thief, at least) doesn't. Quote Link to comment
Idobek Posted April 8, 2004 Share Posted April 8, 2004 KITLIST.2da - The PROFICIENCY column is unknown, save that every kit has a unique value. I think it is the kit's column in weapprof.2da, with the ID column being 0. 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.I pretty sure the index name can be up to 6 charaters in length. Quote Link to comment
Andyr Posted April 8, 2004 Share Posted April 8, 2004 I had some problems with the naming conventions for the LUXXX files - I don't know if the XXX is limited to 3 characters, but it seems it has to start with LU. Quote Link to comment
CamDawg Posted April 8, 2004 Share Posted April 8, 2004 I dimly remember trying to use a HLA table with a name longer than LUXXX and it failed. It was a while ago, though. Quote Link to comment
Guest Guest Posted May 31, 2004 Share Posted May 31, 2004 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?) Also, I saw that the append stuff was after //, making it a comment? Quote Link to comment
CamDawg Posted May 31, 2004 Share Posted May 31, 2004 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 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. Also, I saw that the append stuff was after //, making it a comment? 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. It is a bit confusing reading it on the forums, since it causes some lines to wrap depending on your setup. 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. Quote Link to comment
Wizard of Thay Posted May 31, 2004 Share Posted May 31, 2004 Ok, thanks alot Cam! Quote Link to comment
CamDawg Posted July 19, 2004 Share Posted July 19, 2004 Mathrim Cauthon has been kind enough to translate this tutorial into French. Part I has been translated so far and is available here. Quote Link to comment
CamDawg Posted July 20, 2004 Share Posted July 20, 2004 Parts 2-4 are now translated as well. I should say that it was not just Mathrim, but the D'Oghmatiques translation team. Thanks again! French translations: Part One Part Two Part Three Part Four Quote Link to comment
Loriel Posted July 20, 2004 Share Posted July 20, 2004 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? 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: 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! Quote Link to comment
Recommended Posts
Join the conversation
You are posting as a guest. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.