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a New Kit, problem with initiate skill

Discussion in 'BG2: Throne of Bhaal (Classic)' started by Ellderon, Jul 21, 2008.

  1. Ellderon Gems: 1/31
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    I started making a new kit (Holy Avenger, paladin subset) but ran into a problem.

    I'm trying to make a new spell that would be used as a high-level skill this Kit should get.

    Basicely, I want a 1-use per day power that adds 1d5 of elemental damage (fire, cold, lightning, acid) to every attack made by the caster for 3 rounds.

    I'm not sure how to make it (the spell specifics). I made a few simpler spells, but this one is kinda more of a brainer.



    I'm using the IEE Pro editor, Kit Creator and DLTCEP programs.
     
  2. Ellderon Gems: 1/31
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    I think I'm getting the hang of it.

    As far as I understand the abilities/spells/bonuses of a kit/class are specified in the CLAB type .2da file.

    So Imade a few spells to use. What I'm not sure is if I'm doing it right.

    Now, as I understand, bonuses like +3 against undead for a undead hunter are a permanent spell added at lvl1. The spells itself calls EEF files for the actual damage and to hit additions.
    So for the holy avenger I made a HAADV.spl (Holy Avenger Advantages) that calls eef files that give a +2 bonus against anyone evil and a HADIS.spl that adds a permanent -2 AC penalty, as well as a THAC0 penalty against neutral or good enemies.

    the trick is adding the Divine Vengance initiate ability (1 use per day). that's the one that adds 1d6 of each elemental daamage type to attack for 3 rounds.

    Now I made a .eef file for each damage type, and made a spell that calls those eef files, but I also noticed similar spells use a GIVE ITEM EFFECT extended effect entry, that calls the spell itself...kinda confusing.

    I only need to call the Give item effect ONCE and it will word for all 4 damage types...right?
     
  3. martaug Gems: 23/31
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    your best bet is to contact one of the authors of improved anvil, as they added a bunch of spells & spell like abilities to creatues in the game & can probably explain it better than anyone. his(her?) name is sikret if i am not mistaken.
     
  4. Ellderon Gems: 1/31
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    I'm kinda dissapointed how few people actually know this stuff on the net.

    BG2 modding is slowly dying :(


    anywayz, I made a WEIDU installation of my Kit mod and all worked fine. the Kit shows up in-game and I cna make a character and play - but the abilities don't show up.

    I don't get it. I set up the spells to initiate. I referenced them in the CLUA file for the Holy Avenger.

    When I start BG2:SoA I should already have Cloak of Fear and Holy Blade spells available + the standard paladin ones.. But I get nothing except the Bhaalspawn powers. weird....weird.
     
  5. 8people

    8people 8 is just another way of looking at infinite ★ SPS Account Holder Adored Veteran

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    [​IMG] Have you tried downloading other kit mods and looking at those files as examples?

    BG2 modding isn't dying. This just isn't the prominent haunting ground for modders.
     
  6. Ellderon Gems: 1/31
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    Yup..can't figure out what's wrong with the abilities. I even used the cavalier (ability) spells as a base.

    I can upload the kit if anyone is interested in looking at it.
     
  7. martaug Gems: 23/31
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    check with mindchild, he posts here fairly regularly & mods so he may be able to help you.
     
  8. Ellderon Gems: 1/31
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    Last edited: Jul 23, 2008
  9. Ellderon Gems: 1/31
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    A new problem..I keep adding more an more to my little modification (armor that uses damage reduction instead of AC bonus, weapons without class restrictions, better Sundelesanar elves, etc..)
    now I hit a snag with scrpting. Basicely I tried to add a knight in the elven city on that platform with the black dragon. The knight is supposed to help you fight the dragon.

    The script checks up fine but when I go to save it I get the "decompile failed" and "script saved sucesfully" mesage. The scrip never gets saved.
    I can't save scripts and I'm using DLTCEP.

    ---------- Added 14 hours, 45 minutes and 24 seconds later... ----------

    K guys, managed to fix the problem myself. One of the paths in the DECTLP was not set properly. The scrip works :)

    Speaking of which all the powers, abilities and items I made work perfectly save for the Heavens Fury (1d6 fire, cold, electric and acid damage for 3 rounds added to casters attack). anyone got any tips or ideas?
     
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