I made some really crappy kits quite easily. The trick is making a good one. I picked putting the files in the kiteditor folder so I could check it before putting it in the game.
Go up to "make a new kit"(pretty easy so far..)
here you pick what the main class is are restrictions on race and alignment, and dualing. If you check nothing, it is open to everyone.
Next page shows the weapons the kit is allowed to use, and the prof points max for each weapon.
Next in min req for abilities. Also bonuses (such as +1 for strength and dex, so a human can get up to 19's)very cool area.
The next area is the tricky ones, and why most kits suck. The shows the special spells(set snare, truesight,etc) that the kits get at each level and the innates(immune to poison at some level, immune to +1 or lower weapons) that are always on. This is a very tricky process and I suggest looking at the games kits first to get an idea. Innates have a GA to start the name, and the others have a AP or somthing.
The next one is ToB special abilities. I suggest just using the ones for the main class of the kit.
I believe all that is left is the description for the kit so that people know what the hell it does. Then you are done.
If you want it in the game, and you are sure it works, you have the copy the newly created files over to your game folder(make backups of the OG ones)
I would suggest to avoid any unwanted suckiness, study the other classes first. I would suggest the monk cause the get a boatload of special abilities, and innates so you can see what the tricks are.
Good Luck!
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Do not pray for an easy life.<br />Pray for the strength to endure <br />a tough one.<p>:warrior1:
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