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Installing a kit for new NPC


Moongaze

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I have Andyr's permission to use the Chorister kit from the Song & Silence mod.

 

I've copied the files, renamed them (replaced A! with MG) and copied/renamed the stuff in the TP2 file too. Now I'm wondering...how can I attach the kit to my character?

 

The .CRE file is "MGLOCK.CRE" and yes, it's a Trueclass Bard.

 

And here's the kit part of the .TP2 file:

 

/*ACTION_IF FILE_EXISTS ~override/LUABBR.2DA~
THEN BEGIN
COPY ~LockAlpha/Bardkit/LUMGC.2DA~ ~override/LUMGC.2DA~
END*/

COPY ~LockAlpha/Bardkit/MGCHOR.2DA~ ~override/MGCHOR.2DA~

//Spell for half lore
//Pick Pockets spells
COPY ~LockAlpha/Bardkit/MGPP2.SPL~ ~override/MGPP2.SPL~
COPY ~LockAlpha/Bardkit/MGPP3.SPL~ ~override/MGPP3.SPL~
COPY ~LockAlpha/Bardkit/MGPP13.SPL~ ~override/MGPP13.SPL~

COPY_EXISTING ~SPPR111.spl~ ~override/MGCH11.spl~ //Armor of Faith
WRITE_SHORT 0x1C 1 // sets spell type to Wizard (1)
SAY 0x50 ~Armor of Faith (Abjuration)
Level: 1
Range: 0
Duration: 3 rounds + 1 round/level
Casting Time: 1
Area of Effect: Caster
Saving Throw: None

The caster of the Armor of Faith receives significant protection against melee and magical attacks.  This magical armor is a force of energy that absorbs a portion of the damage intended for the caster.  At first level, the protection is 5%, and every five levels of the caster improves this by another 5%.  A 20th level caster would have 25% of her damage 'absorbed' if protected by this spell.~

COPY_EXISTING ~SPPR103.spl~ ~override/MGCH12.spl~ //Cure Light Wounds
WRITE_SHORT 0x1C 1 // sets spell type to Wizard (1)
SAY 0x50 ~Cure Light Wounds (Necromancy)
Level: 1
Range: Touch
Duration: Permanent
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None

When casting this spell, and laying his hand upon a creature, the caster causes 8 points of wound or other injury damage to the creature's body to be healed. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin.
Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal - or can be cured - just as any normal injury.~

COPY_EXISTING ~SPPR113.spl~ ~override/MGCH13.spl~ //Doom
WRITE_SHORT 0x1C 1 // sets spell type to Wizard (1)
SAY 0x50 ~Doom (Alteration)
Level: 1
Range: Visual range of caster
Duration: 1 turn
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: None

This spell causes a feeling of doom to overwhelm the target.  For the duration of the spell, the target receives a -2 penalty to all his rolls, this includes THAC0 and saving throws.  There is no saving throw for this spell. Multiple castings of this spell are not cumulative.~

COPY_EXISTING ~SPPR203.spl~ ~override/MGCH21.spl~ //Chant
WRITE_SHORT 0x1C 1 // sets spell type to Wizard (1)
SAY 0x50 ~Chant (Conjuration/Summoning)
Level: 2
Range: 0
Duration: 1 turn
Casting Time: 1 round
Area of Effect: 30-foot radius
Saving Throw: None

By means of the chant spell, the caster brings special favor upon himself and his party, and causes harm to his enemies. When the chant spell is completed, all attack and damage rolls and saving throws made by those in the area of effect who are friendly to the caster gain + 1 bonuses, while those of his enemies suffer -1 penalties. Multiple chants are not cumulative.~

COPY_EXISTING ~SPPR212.spl~ ~override/MGCH22.spl~ //Slow Poison
WRITE_SHORT 0x1C 1 // sets spell type to Wizard (1)
SAY 0x50 ~Slow Poison (Necromancy)
Level: 2
Range: Touch
Duration: Instant
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None

When this spell is placed upon a poisoned individual, it greatly slows the effects of venom, actually neutralizing all but the most deadly poisons.~

COPY_EXISTING ~SPPR214.spl~ ~override/MGCH23.spl~ //Draw Upon Holy Might
WRITE_SHORT 0x1C 1 // sets spell type to Wizard (1)
SAY 0x50 ~Draw Upon Holy Might (Invocation)
Level: 2
Range: 0
Duration: 1 turn
Casting Time: 2
Area of Effect: The caster
Saving Throw: None

The caster calls upon his god to grant him power for a short period.  When he does this, his strength, constitution and dexterity all are raised by 1 point for every 3 levels of the caster.  A third level caster would have his abilities raised by 1, while a 12th level caster would have all his abilities raised by 4.~

COPY_EXISTING ~SPPR304.spl~ ~override/MGCH31.spl~ //Glyph of Warding
WRITE_SHORT 0x1C 1 // sets spell type to Wizard (1)
SAY 0x50 ~Glyph of Warding (Abjuration, Evocation)
Level: 3
Range: 20 yards
Duration: Permanent until discharged
Casting Time: Special
Area of Effect: 30' radius
Saving Throw: Special

A glyph of warding is a powerful inscription magically drawn to prevent unauthorized or hostile creatures from passing, entering, or opening. It can be used to guard a small bridge, to ward an entry, or as a trap on a chest or box.
Any creature violating the warded area is subject to the magic it stores. A successful saving throw vs. spell enables the creature to escape the effects of the glyph.  Multiple glyphs cannot be cast on the same area; although if a cabinet had three drawers, each could be separately warded.
When the spell is cast, the caster weaves a tracery of faintly glowing lines around the warding sigil.  When the glyph is activated, it deals 1-4 points of electrical damage per level of the caster to the victim.~

COPY_EXISTING ~SPPR315.spl~ ~override/MGCH32.spl~ //Cure Medium Wounds
WRITE_SHORT 0x1C 1 // sets spell type to Wizard (1)
SAY 0x50 ~Cure Medium Wounds (Necromancy)
Level: 3
Range: Touch
Duration: Permanent
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None

When casting this spell and laying his hand upon a creature, the caster causes 14 points of wound or other injury damage to the creature's body to be healed. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin.
Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal - or can be cured - just as any normal injury.~

COPY_EXISTING ~SPPR406.spl~ ~override/MGCH41.spl~ //Defensive Harmony
WRITE_SHORT 0x1C 1 // sets spell type to Wizard (1)
SAY 0x50 ~Defensive Harmony (Enchantment/Charm)
Level: 4
Range: Caster
Duration: 6 rounds
Casting Time: 1
Area of Effect: 10' radius
Saving Throw: None

Defensive Harmony grants affected creatures a defensive bonus by bestowing an enchanted coordination of their attacks and defenses.  This allows a group of creatures to act as a single unit for a single battle or encounter.  The effect is always centered on the caster, but affects all those within a 10 foot radius.  The affected can move outside of this after the spell is cast and still enjoy the benefits of the harmony.  While the spell is in effect, each affected creature gains a +2 bonus to his armor class.  This lasts for 6 rounds or until successfully dispelled.~

COPY_EXISTING ~SPPR412.spl~ ~override/MGCH42.spl~ //Holy Power
WRITE_SHORT 0x1C 1 // sets spell type to Wizard (1)
SAY 0x50 ~Holy Power (Evocation)
Level: 4
Range: None
Duration: 1 round/level
Casting Time: 6
Area of Effect: Caster
Saving Throw: None~

COPY_EXISTING ~SPPR514.spl~ ~override/MGCH51.spl~ //Mass Cure
WRITE_SHORT 0x1C 1 // sets spell type to Wizard (1)
SAY 0x50 ~Mass Cure (Necromancy)
Level: 5
Range: Sight of caster
Duration: Permanent
Casting Time: 5
Area of Effect: 30 foot radius
Saving Throw: None

When casting this spell, the caster must picture the faces of his fellow party members clearly and focus on the unity of the group.  Upon completion, all party members within 30 foot radius of the caster are healed 1d8 + 1/level hit points.
Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal - or can be cured - just as any normal injury.~

COPY_EXISTING ~SPPR612.spl~ ~override/MGCH61.spl~ //Bolt of Glory
WRITE_SHORT 0x1C 1 // sets spell type to Wizard (1)
SAY 0x50 ~Bolt of Glory (Invocation/Evocation)
Level: 6
Range: 20 yards
Duration: Instant
Casting Time: 9
Area of Effect: Target Creature
Saving Throw: None

By casting this spell, the caster channels a bolt of divine energy against one creature.  No attack roll is needed.  Creatures struck suffer varying damage, depending on their plane of existence.

Creature Type                       Damage
Prime Material Plane            6d6
Elemental                             3d4
Undead                                8d6
Demon                                 10d6~

ADD_KIT ~MGCHORISTER~
~MGCHORISTER                 1           1           1           1           1           0           0           0~
~MGCHORISTER 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 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5~
~MGCHORISTER	0	12	0	13	0	15~
~MGCHORISTER  0	0	0	0	0	0~
~MGCHORISTER  0	0	0	0	0	0~
~MGCHORISTER  0	0	0	0	0	0~
~MGCHORISTER  1	1	1	1	1	1	1	1	1~
~MgCHORISTER  0	0	0	0	0	0~
~override/MGCHOR.2DA~
~K_B_H    K_B_D   K_B_G   K_B_E   K_B_HE   K_B_HL   K_B_HO~
~0x000100000	5~
~ba0~
~CHAN09 * HELM07 BAG20 RING06 RING21 * BOOT01 AMUL20 BRAC10 BELT06 AROW11,40 BULL03,40 BOLT06,40 POTN52,5 POTN04,2 POTN14,5 HAMM07 SW1H27 STAF08~
SAY ~chorister~
SAY ~Chorister~
SAY ~CHORISTER: Music, whether hymn, symphony or dark chanting intonation, plays an important part in the services of most deities. For aiding in performing rituals or just leading the faithful in worship, most holy places have at least one bard, known as a Chorister.

Choristers are not only to be found within temple walls, however; many faiths use them as missionaries, helping to bring new worshippers into the fold. Many an adventuring bard with a religious bent can also end up as a Chorister, finding their prayers answered by the deity they venerate.

Advantages:
-  Knows a small selection of divine spells. These are accessed and memorised as Mage spells:
Level 1: Armor of Faith, Cure Light Wounds, Doom
Level 2: Chant, Draw Upon Holy Might, Slow Poison
Level 3: Cure Medium Wounds, Glyph of Warding
Level 4: Defensive Harmony, Holy Power
Level 5: Mass Cure
Level 6: Bolt of Glory

Disadvantages:
-  Only has one-half normal Lore value
-  Only has one-half Pick Pockets percentage~

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Here is an example from a tp2 I am working on:

 

COPY ~ElaiSoA/creatures/A#ElaiS.cre~ ~override/A#ElaiS.cre~
SAY NAME1 ~Elai~
SAY NAME2 ~Elai~
WRITE_SHORT 0x244 0
WRITE_BYTE 0x246 ~%A#ELAISD%~
WRITE_BYTE 0x247 0x40

 

Note you need to do this AFTER the kit has been installed in the .tp2 or else the variable for kit name won't exist yet and installation will fail.

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Here is an example from a tp2 I am working on:

 

COPY ~ElaiSoA/creatures/A#ElaiS.cre~ ~override/A#ElaiS.cre~
SAY NAME1 ~Elai~
SAY NAME2 ~Elai~
WRITE_SHORT 0x244 0
WRITE_BYTE 0x246 ~%A#ELAISD%~
WRITE_BYTE 0x247 0x40

 

Note you need to do this AFTER the kit has been installed in the .tp2 or else the variable for kit name won't exist yet and installation will fail.

Just to clarify, you're setting a variable based on the name of your kit. Substitute the internal name of your kit in the

WRITE_BYTE 0x246 ~%A#ELAISD%~

line. In Andy's example, the kit name is A#ELAISD, whereas in moongaze's this line should be

WRITE_BYTE 0x246 ~%MGCHORISTER%~

 

The two WRITEs at 0x244 and 0x247 remain the same.

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Is it just me, or won't think result in two Chorister kits being listed if you install both mods? Wouldn't it be better to just keep the prefix the same, and have a check to see if the kit is already installed?

 

That way you can assume the kitname stays the same when you assign the kit to the NPC, or if some other mod wanders along and builds upon it.

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Moongaze can make it so his Chorister doesn't show up in kit selection by changing this "~K_B_H K_B_D K_B_G K_B_E K_B_HE K_B_HL K_B_HO~" to this ~~. (Why anything but human is there anyway I don't know.) However adding the kit this way almost* requires adding the kit at the same time, the alternative is to add it via script.

 

*Some funky IDS scanning could probably get around this.

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Is it just me, or won't think result in two Chorister kits being listed if you install both mods?  Wouldn't it be better to just keep the prefix the same, and have a check to see if the kit is already installed?

 

That way you can assume the kitname stays the same when you assign the kit to the NPC, or if some other mod wanders along and builds upon it.

 

When I agreed originally I reminded him to change the internal name and remove it from the K_X_X files to avoid these problems.

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Okay, I installed the kit, then I change the .TP2 file to include the line Adnyr mentioned, and I tried to re-install. An error pops up during install or re-install:

 

ERROR: cannot convert %MGCHOR% or %%MGCHOR%% to an integer  (yields: %%MGCHOR%% %MGCHOR%)
ERROR: [LockAlpha\Creatures\MGLOCK.cre] -> [override\MGLOCK.cre] Patching Failed (COPY) (Failure("int_of_string"))
Stopping installation because of error.

ERROR Installing [Lockheart Romance <Alpha> (Created by Moongaze)], rolling back to previous state

 

The .TP2...

 

COPY ~LockAlpha\Creatures\MGLOCK.cre~ ~override\MGLOCK.cre~

SAY NAME1 ~Lockheart~

SAY NAME2 ~Lockheart~

WRITE_SHORT 0x244 0

WRITE_BYTE 0x246 ~%MGCHORISTER%~

WRITE_BYTE 0x247 0x40

 

...

 

/*ACTION_IF FILE_EXISTS ~override/LUABBR.2DA~

THEN BEGIN

COPY ~LockAlpha/Bardkit/LUMGC.2DA~ ~override/LUMGC.2DA~

END*/

 

COPY ~LockAlpha/Bardkit/MGCHOR.2DA~ ~override/MGCHOR.2DA~

 

//Spell for half lore

//Pick Pockets spells

COPY ~LockAlpha/Bardkit/MGPP2.SPL~ ~override/MGPP2.SPL~

COPY ~LockAlpha/Bardkit/MGPP3.SPL~ ~override/MGPP3.SPL~

COPY ~LockAlpha/Bardkit/MGPP13.SPL~ ~override/MGPP13.SPL~

 

COPY_EXISTING ~SPPR111.spl~ ~override/MGCH11.spl~ //Armor of Faith

WRITE_SHORT 0x1C 1 // sets spell type to Wizard (1)

SAY 0x50 ~Armor of Faith (Abjuration)

Level: 1

Range: 0

Duration: 3 rounds + 1 round/level

Casting Time: 1

Area of Effect: Caster

Saving Throw: None

 

The caster of the Armor of Faith receives significant protection against melee and magical attacks.  This magical armor is a force of energy that absorbs a portion of the damage intended for the caster.  At first level, the protection is 5%, and every five levels of the caster improves this by another 5%.  A 20th level caster would have 25% of her damage 'absorbed' if protected by this spell.~

 

COPY_EXISTING ~SPPR103.spl~ ~override/MGCH12.spl~ //Cure Light Wounds

WRITE_SHORT 0x1C 1 // sets spell type to Wizard (1)

SAY 0x50 ~Cure Light Wounds (Necromancy)

Level: 1

Range: Touch

Duration: Permanent

Casting Time: 5

Area of Effect: Creature touched

Saving Throw: None

 

When casting this spell, and laying his hand upon a creature, the caster causes 8 points of wound or other injury damage to the creature's body to be healed. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin.

Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal - or can be cured - just as any normal injury.~

 

COPY_EXISTING ~SPPR113.spl~ ~override/MGCH13.spl~ //Doom

WRITE_SHORT 0x1C 1 // sets spell type to Wizard (1)

SAY 0x50 ~Doom (Alteration)

Level: 1

Range: Visual range of caster

Duration: 1 turn

Casting Time: 1 round

Area of Effect: 1 creature

Saving Throw: None

 

This spell causes a feeling of doom to overwhelm the target.  For the duration of the spell, the target receives a -2 penalty to all his rolls, this includes THAC0 and saving throws.  There is no saving throw for this spell. Multiple castings of this spell are not cumulative.~

 

COPY_EXISTING ~SPPR203.spl~ ~override/MGCH21.spl~ //Chant

WRITE_SHORT 0x1C 1 // sets spell type to Wizard (1)

SAY 0x50 ~Chant (Conjuration/Summoning)

Level: 2

Range: 0

Duration: 1 turn

Casting Time: 1 round

Area of Effect: 30-foot radius

Saving Throw: None

 

By means of the chant spell, the caster brings special favor upon himself and his party, and causes harm to his enemies. When the chant spell is completed, all attack and damage rolls and saving throws made by those in the area of effect who are friendly to the caster gain + 1 bonuses, while those of his enemies suffer -1 penalties. Multiple chants are not cumulative.~

 

COPY_EXISTING ~SPPR212.spl~ ~override/MGCH22.spl~ //Slow Poison

WRITE_SHORT 0x1C 1 // sets spell type to Wizard (1)

SAY 0x50 ~Slow Poison (Necromancy)

Level: 2

Range: Touch

Duration: Instant

Casting Time: 1

Area of Effect: Creature touched

Saving Throw: None

 

When this spell is placed upon a poisoned individual, it greatly slows the effects of venom, actually neutralizing all but the most deadly poisons.~

 

COPY_EXISTING ~SPPR214.spl~ ~override/MGCH23.spl~ //Draw Upon Holy Might

WRITE_SHORT 0x1C 1 // sets spell type to Wizard (1)

SAY 0x50 ~Draw Upon Holy Might (Invocation)

Level: 2

Range: 0

Duration: 1 turn

Casting Time: 2

Area of Effect: The caster

Saving Throw: None

 

The caster calls upon his god to grant him power for a short period.  When he does this, his strength, constitution and dexterity all are raised by 1 point for every 3 levels of the caster.  A third level caster would have his abilities raised by 1, while a 12th level caster would have all his abilities raised by 4.~

 

COPY_EXISTING ~SPPR304.spl~ ~override/MGCH31.spl~ //Glyph of Warding

WRITE_SHORT 0x1C 1 // sets spell type to Wizard (1)

SAY 0x50 ~Glyph of Warding (Abjuration, Evocation)

Level: 3

Range: 20 yards

Duration: Permanent until discharged

Casting Time: Special

Area of Effect: 30' radius

Saving Throw: Special

 

A glyph of warding is a powerful inscription magically drawn to prevent unauthorized or hostile creatures from passing, entering, or opening. It can be used to guard a small bridge, to ward an entry, or as a trap on a chest or box.

Any creature violating the warded area is subject to the magic it stores. A successful saving throw vs. spell enables the creature to escape the effects of the glyph.  Multiple glyphs cannot be cast on the same area; although if a cabinet had three drawers, each could be separately warded.

When the spell is cast, the caster weaves a tracery of faintly glowing lines around the warding sigil.  When the glyph is activated, it deals 1-4 points of electrical damage per level of the caster to the victim.~

 

COPY_EXISTING ~SPPR315.spl~ ~override/MGCH32.spl~ //Cure Medium Wounds

WRITE_SHORT 0x1C 1 // sets spell type to Wizard (1)

SAY 0x50 ~Cure Medium Wounds (Necromancy)

Level: 3

Range: Touch

Duration: Permanent

Casting Time: 5

Area of Effect: Creature touched

Saving Throw: None

 

When casting this spell and laying his hand upon a creature, the caster causes 14 points of wound or other injury damage to the creature's body to be healed. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin.

Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal - or can be cured - just as any normal injury.~

 

COPY_EXISTING ~SPPR406.spl~ ~override/MGCH41.spl~ //Defensive Harmony

WRITE_SHORT 0x1C 1 // sets spell type to Wizard (1)

SAY 0x50 ~Defensive Harmony (Enchantment/Charm)

Level: 4

Range: Caster

Duration: 6 rounds

Casting Time: 1

Area of Effect: 10' radius

Saving Throw: None

 

Defensive Harmony grants affected creatures a defensive bonus by bestowing an enchanted coordination of their attacks and defenses.  This allows a group of creatures to act as a single unit for a single battle or encounter.  The effect is always centered on the caster, but affects all those within a 10 foot radius.  The affected can move outside of this after the spell is cast and still enjoy the benefits of the harmony.  While the spell is in effect, each affected creature gains a +2 bonus to his armor class.  This lasts for 6 rounds or until successfully dispelled.~

 

COPY_EXISTING ~SPPR412.spl~ ~override/MGCH42.spl~ //Holy Power

WRITE_SHORT 0x1C 1 // sets spell type to Wizard (1)

SAY 0x50 ~Holy Power (Evocation)

Level: 4

Range: None

Duration: 1 round/level

Casting Time: 6

Area of Effect: Caster

Saving Throw: None~

 

COPY_EXISTING ~SPPR514.spl~ ~override/MGCH51.spl~ //Mass Cure

WRITE_SHORT 0x1C 1 // sets spell type to Wizard (1)

SAY 0x50 ~Mass Cure (Necromancy)

Level: 5

Range: Sight of caster

Duration: Permanent

Casting Time: 5

Area of Effect: 30 foot radius

Saving Throw: None

 

When casting this spell, the caster must picture the faces of his fellow party members clearly and focus on the unity of the group.  Upon completion, all party members within 30 foot radius of the caster are healed 1d8 + 1/level hit points.

Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal - or can be cured - just as any normal injury.~

 

COPY_EXISTING ~SPPR612.spl~ ~override/MGCH61.spl~ //Bolt of Glory

WRITE_SHORT 0x1C 1 // sets spell type to Wizard (1)

SAY 0x50 ~Bolt of Glory (Invocation/Evocation)

Level: 6

Range: 20 yards

Duration: Instant

Casting Time: 9

Area of Effect: Target Creature

Saving Throw: None

 

By casting this spell, the caster channels a bolt of divine energy against one creature.  No attack roll is needed.  Creatures struck suffer varying damage, depending on their plane of existence.

 

Creature Type                      Damage

Prime Material Plane            6d6

Elemental                            3d4

Undead                                8d6

Demon                                10d6~

 

ADD_KIT ~MGCHORISTER~

~MGCHORISTER                1          1          1          1          1          0          0          0~

~MGCHORISTER 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 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5~

~MGCHORISTER 0 12 0 13 0 15~

~MGCHORISTER  0 0 0 0 0 0~

~MGCHORISTER  0 0 0 0 0 0~

~MGCHORISTER  0 0 0 0 0 0~

~MGCHORISTER  1 1 1 1 1 1 1 1 1~

~MgCHORISTER  0 0 0 0 0 0~

~override/MGCHOR.2DA~

~0x000100000 5~

~ba0~

~CHAN09 * HELM07 BAG20 RING06 RING21 * BOOT01 AMUL20 BRAC10 BELT06 AROW11,40 BULL03,40 BOLT06,40 POTN52,5 POTN04,2 POTN14,5 HAMM07 SW1H27 STAF08~

SAY ~chorister~

SAY ~Chorister~

SAY ~CHORISTER: Music, whether hymn, symphony or dark chanting intonation, plays an important part in the services of most deities. For aiding in performing rituals or just leading the faithful in worship, most holy places have at least one bard, known as a Chorister.

 

Choristers are not only to be found within temple walls, however; many faiths use them as missionaries, helping to bring new worshippers into the fold. Many an adventuring bard with a religious bent can also end up as a Chorister, finding their prayers answered by the deity they venerate.

 

Advantages:

-  Knows a small selection of divine spells. These are accessed and memorised as Mage spells:

Level 1: Armor of Faith, Cure Light Wounds, Doom

Level 2: Chant, Draw Upon Holy Might, Slow Poison

Level 3: Cure Medium Wounds, Glyph of Warding

Level 4: Defensive Harmony, Holy Power

Level 5: Mass Cure

Level 6: Bolt of Glory

 

Disadvantages:

-  Only has one-half normal Lore value

-  Only has one-half Pick Pockets percentage~

 

I hate being a newbie... :thumbsup:

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Don't remove the whole line saying ~K_B_H    K_B_D  K_B_G  K_B_E  K_B_HE  K_B_HL  K_B_HO~, just reduce it to ~~.

 

As for the spells, are you adding them with .2da or scripting?

 

Oh...right, I didn't leave the ~~ there. *slaps myself*

 

Yeah, spells not being added suggests you didn't specify them in the CLAB.

 

And..um...how would I do that? *has absolutely no idea*

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Yeah, spells not being added suggests you didn't specify them in the CLAB.
And..um...how would I do that? *has absolutely no idea*

I suggest you take a proper look at how the kit is implemented in Song and Silence.

 

Why do you not just require Song and Silence to be installed in order to use the kit? It'll make it a lot easier on you.

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Why do you not just require Song and Silence to be installed in order to use the kit? It'll make it a lot easier on you.

 

I can look all I want, but I won't understand it, trust me. I know *nothing* about kits.

*sigh* I suppose I'll make the character a Trueclass bard until I understand kits...

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