05-16-2001, 02:25 PM | #1 |
Zhentarim Guard
Join Date: May 14, 2001
Location: Leeds, England
Posts: 384
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I've read everything I can find on creating new kits (thanks for links to tutorials etc) but would like more guidance on the entries in the clab****.2da file - is there a single source to reference all the possible abilities?
Specifically I'm looking at creating an assassin-like kit that can read/use Mage scrolls (but not memorise), with a couple of other abilities (some innate spells). Can anyone give any pointers? TIA |
05-16-2001, 04:39 PM | #2 |
Avatar
Join Date: March 10, 2001
Location: England, Worcester
Posts: 524
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Come on Vaskez give the man a hand.........
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05-17-2001, 04:46 AM | #3 |
Zhentarim Guard
Join Date: May 14, 2001
Location: Leeds, England
Posts: 384
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C'mon guys - I've just searched through all the .bif files in the data directory and found nothing (except what I assume are the pointers for the default kits to the abilities in default.bif).
Someone must have done something like this already? |
05-17-2001, 05:13 AM | #4 |
Horus - Egyptian Sky God
Join Date: April 10, 2001
Location: Tacoma, WA, U.S.A.
Age: 39
Posts: 2,615
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BUMP vaskez we need you!
------------------ Welcome to hell. |
05-17-2001, 05:20 AM | #5 | |
20th Level Warrior
Join Date: May 3, 2001
Location: .
Age: 40
Posts: 2,762
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Quote:
Thats how I made my Wolfguard kit ------------------ "I was born of darkness. My fathers eyes closed before mine opened. I am not of this world or the other, and I have the right to be what I am..." |
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05-17-2001, 10:07 AM | #6 |
Zhentarim Guard
Join Date: May 14, 2001
Location: Leeds, England
Posts: 384
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I've managed part of this - stripped the spells out of the spell bif file then loading them (one by one) into the spell editor to find out which spells they actually are (taking a _long_ time). I can probably now give my Assassin a permanent non-detection ability and some interesting innate abilities
Once I get a complete list of the spells/abilities I'll post a link. Now, if I can just work out how to make the kit able to read scrolls! |
05-17-2001, 02:08 PM | #7 | |
Drow Priestess
Join Date: March 13, 2001
Location: a hidden sanctorum high above the metroplex
Age: 54
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05-17-2001, 02:26 PM | #8 |
Zhentarim Guard
Join Date: May 14, 2001
Location: Leeds, England
Posts: 384
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Thanks,
As I've been working on it I was starting to realise it was a no go with the scroll thing anyway. I'm already using IEE pro and a few of the other tools from teambg. Still, if anyone has any more ideas... |
05-17-2001, 03:21 PM | #9 |
Takhisis Follower
Join Date: April 30, 2001
Location: szép Magyarország (well not right now)
Posts: 5,089
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LOL antonius I feel VERY sorry for u now! U didn't need to look at every spell file to see which one it is. All the spell codes are listed in the language.txt file which is in the BG2 main directory.
The 'possibilities' for the CLAB*.2da files are endless. Just use the name of the .SPL file after the standard AP_ or GA_. I assume u know this already though. I am afraid it is no go with the casting spells from scrolls ability, unless u wanna edit every scroll as someone already mentioned. Some things are hard-coded into the game's exe which means we cannot get at them (until someone works out how to upack then repack it- not likely ), and I think giving non spellcasters spellbooks is like this as well so u can't give a thief kit a spellbook. There is also a nice new utility called Near Infinity which is helpful for general editing but it is quite similar to IE. It should be linked from teambg. |
05-17-2001, 03:58 PM | #10 |
Zhentarim Guard
Join Date: May 14, 2001
Location: Leeds, England
Posts: 384
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Thanks Vaskez! I shall be looking at the language.txt file as soon as I get home from work - I hadn't looked at every spell (I'd got through a couple of dozen though - you've just saved me a lot more work)
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