This appears to be a side effect of applying the new version of the code over old, odd--I'll see if I can get around it.
You mean when it has already applied by another mod, like Rogue Rebalancing?
Does it prevent the file from working? I ask since it happens even with the old version, it seems...
This must be a side effect of Wes change the code to allow expressions.
I keep my opinion that it's better to avoid SET_2DA_ENTRY, when possible
I can live with that decimals, though.
I don't, I am just trying to offer advice--mainly because I would like my mod(s) to work with Refinements.
Of course, same for us. Extended compatibility was already in schedule
Thank you for past and future advices, if I haven't said this already
Right, I get what you are doing there now. Unfortunately, I am going to make another suggestion: Copy all the clabs files you need into the override before you add the kits and then specify those clabs during ADD_KIT.
Why should I put in the override useless stuff?
Why modify a working code that doesn't have this flaw?
@the_bigg:
Nice work!! Answers:
Ok, I've done (I hope!) Anti-paladin and Generic Archer (They're both dual-able to thieves, and can be chosen by everybody in Multi Player, so I patch baldur.bcs for the whole 6 kits).
I, for one, would drop compatibility with multiplayer games...
The code you pasted seems correct to me, but since you removed the ADD_KIT parameters I can't check it all.
Anyway, you can check better than me at this point, just be sure to nullify the patching of KITTABLE.2DA.
Oh, I've added a feature: new kits will be compatible with mods that change weapprof.2da, like Universal Weapons...
I don't know what that mod does
BTW: trueres &C. get the THIEF weapon proficiency, or somebody else's one?
I think so, but I don't remember ATM.
The kits for trueclasses caused a lot of problems at the time, I'd avoid messing with them if possible, since we'd SURELY cause bugs.
And, if you keep it the other way, don't name it CLABTH01, since you can easily overwrite changes done by some external mod, name it TEMPCLAB.2DA or something like this...
I can change the name to avoid overwriting the thief CLAB, but for the rest I prefer to keep the existing solution, since it seems more efficient to me (no stuff in the override for no reason) and it is already working
If a Kit uses the Undead Hunter flag (not sharing it, but using it like you've done with the Sword Angel) what should I do?
In theory, it'd have no reason to: as it is, it's a redundant flag for the system.
Why building a new kit using that value? It'd give no particular unusability settings (unlike, say, the Cavalier's value).
No one should be using it.
IF someone uses it, we'll try to understand why, and we'll tailor a solution.
EX: if that kit isn't meant to use mage scrolls, we don't need to do anything, again
Should I update the HLA's of new kits or not? EG: change the Generic Archer from Fi0 to Ra2 ?
It's not our job, really.
Plus, the Generic Archer is not a ranger...
I can send you the latest version of the mod (which is close to 1.04) if your mail account can receive it. Can it?
Please, let me have a look at the scripts too, just to spare you from banging your head where I have already
Edited by Littiz, 16 June 2004 - 11:17 AM.