New BG-BG2 Kit Idea (Make a few bucks)
#21
Posted 06 October 2009 - 08:44 AM
Disabling the effect of healing spells etc on them is not difficult, but healing potions...?
Of course a simple way is to have a custom script that comes into effect over the DK, and makes him immediately dump any healing potions placed in his inventory to another Character, effectively making them unusable.
On another side note, because the AI casts Healing Spells on Rest, it may greatly distort the Party's Rest Time.
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#22
Posted 06 October 2009 - 08:52 AM
Wouldn't it be easier to 'grant' him immunity to necromancy... and if all else fails, force the healing potions to cast necromantic spell on the user, instead of just healing the user.Would like to mention that it would be difficult, if not impossible, to disable the use of Healing potions etc.
Disabling the effect of healing spells etc on them is not difficult, but healing potions...?
Of course a simple way is to have a custom script that comes into effect over the DK, and makes him immediately dump any healing potions placed in his inventory to another Character, effectively making them unusable.
On another side note, because the AI casts Healing Spells on Rest, it may greatly distort the Party's Rest Time.
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#23
Posted 06 October 2009 - 08:55 AM
As far as the healing i can see were going to have problems with this but we need a good disadvantage. This kit will and can turn anyone into a walking tank if left unchecked. As per the rules of both 3.5 and 2nd editions being that a Death Knight is immune to necromancey and cant heal i figured this would be perfect drawback. Just how it will be done i have not a clue i dont even really understand modding even with many, many attmepts to learn. Just to alien to me.
I'd like to keep getting feedback from everyone because I have to start writing the quest and send over the kit very soon so i wanna soak as much as i can.
Edited by MrFaust, 06 October 2009 - 09:00 AM.
#24
Posted 06 October 2009 - 11:27 AM
...aye?Would like to mention that it would be difficult, if not impossible, to disable the use of Healing potions etc.
This would be very difficult to implement, if not impossible.On the negative side, no DK can "use a potion or item that must be ingested, since it has no natural bodily functions and cannot eat, drink or breathe, even if it desired".
You could give him immunity to necromancy, though this would have the effect of blocking a bunch of negative spells, so probably more of a benefit than a drawback. You'd have to block the spmagglo "whiffle ball" too (also doable - see here). But as noted, that won't block healing potions and the like. So you could also give him a protection from opcode "current HP modifier" (101/17). That would also block any negative HP modifiers applied by the opcode. And really, you want to block *all* potion use, judging from the description (the death knight hasn't got the anatomy capable of quaffing a potion). So you're back to usability flags as above, or some nasty scripting via baldur.bcs or the like. Or you could simply disable quick item slots, but then he couldn't use wands or anything else.
Death knights have other drawbacks - they retain some sense of their previous honour and therefore can't attack from behind or attack weaponless creatures according to the 2e MM. They are cursed to remain within their domains and are committed to confessing their crime in song on nights when the moon is full. Most of that falls in the "difficult if not impossible" category too, though you could code up similar things (such as giving all "innocents" immunity to deathknights or something; giving DKs something similar to lycanthropy perhaps).
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#25
Posted 07 October 2009 - 05:37 AM
Not that a DK can't use it, since regen rings don't really require a digestive system.
Edited by Zyraen, 07 October 2009 - 05:39 AM.
________
Love between a Law Enforcer and a Fugitive - can such a thing even happen?
SoA Release - Overview / Download Links
Zyraen's Miscellaneous Mods - Ust Natha Accelerator, item tweaks, XP caps, The Ub3r Reaver Kit, and much more...
Spellhold Gauntlet - more than just a Spellhold-Be-Gone
Hidden Kits - hidden dual-classed kits with a twist for progression
#26
Posted 06 December 2009 - 05:18 AM
Dragon
*chuckles* teehee... :3
#27
Posted 06 December 2009 - 09:53 AM
The Slithering Menace | Rupert the dye merchant | Lion Warrior kit | Werewarrior kit | The Portable Hole | Sarevok's True Power | High Level ABILITIES
#28
Posted 08 December 2009 - 04:20 AM
Yes, this kit would be an interesting addition to the game and I'd definitely play it. Frankly I'm surprised that Death Knight's weren't an original part of the D&D universe. I mean, sure, we have anti-paladins, but that's just paladins that're a**holes. The very evil equivalent to the paladin is what I really want. You could even go far enough to bump the whole thing into a fully fledged quest mod equipped with an underground Death Knight temple (much like the Hall of the Radiant Hearted) and a couple of quests to boot. But hey, that's if you want to get into the really big stuff. Personally I'd just cut my teeth on the kit and then see where it develops. But enough of my ramblings.
#29
Posted 08 December 2009 - 09:20 AM
The Slithering Menace | Rupert the dye merchant | Lion Warrior kit | Werewarrior kit | The Portable Hole | Sarevok's True Power | High Level ABILITIES
#30
Posted 11 December 2009 - 05:28 AM