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Pen and Paper Style Dual-classing


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#1
Ishad Nha

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:wizard:At the moment you are bound by the requirement that you can only dual class if the resulting two classes form a valid multiclass combination. This is a deviation from the pen and paper rules.
One way around this is to alter some bytes so the game is conned into believing the result will be valid. For example, Paladin become Cleric is perfectly normal in pen and paper rules. Alter some byte(s) so the game perceives a Paladin as a Fighter or Ranger, then dual class.
After the dual class, alter the relevant byte(s) back to their original values, (this step may actually be a dumb idea)...
Item usage may or may not be affected here, you may not be able to use Paladin items. I will need to research this.
I am preparing a custom version of Dualclas.2DA which will enable many more dual class combinations.
You may be able to dual class a PC into a kit if his/her original class did not involve a kit.
Has anyone else tried this?

I was able to dual class an Undead Hunter Paladin into a Cleric, it seemed to work quite well.
Offset altered was 0x0273  1  (byte)  class (class.IDS) from the Cre part of the protagonist's part of the Gam file.

For the second class there are potential problem areas:
5 BARD
6 PALADIN
19 SORCERER
20 MONK
You might be able to give a Bard kit to a Rogue or a Paladin kit to a Fighter but the true classes are tricky to arrange.
It might be simpler to avoid dual-classing altogether.
Make his/her first class purely notional.
Create the PC as a member of the second class.
Reset the XP to 0.
Figure out what his level would be if he had instead been created as a member of the first class, add one to this number to get the reactivation level.
Simply add the abilities of the notional original class to the PC when he reaches the reactivation level.

Modifié par Ishad Nha, 06 juillet 2012 - 04:53 .


#2
Ishad Nha

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Generally, the idea is not working. Bard to Mage did nothing that I could see.
One approach is to use AddSpecialAbility("")), this will get around the abilities all being obliterated by the change from Bard to Thief. This could enable the adding of spells from Cleric kits when the kits themselves seem impossible to add.

I was able to manually add the Priest of Helm spells to Anomen via a script.
Another approach is to replace the contents of ClAbPr01 (Trueclass Priest abilities table) with that of ClAbPr03 (Helm Priest abilities table). It works on newly-joining PCs. This seems to cause a crash if you load pre-existing save games that contain a PC with the relevant kit. The table assumes that he started as a Cleric of Helm, when he actually did not. It can't find the abilities for the previous level. Can you manually add the abilities then alter the ClAbOr01?  Yes, it seems to work in practice. Hence the abilities should be automatically added when available.
Typically I only have one of each kit in my party so this won't cause me any problems.

Modifié par Ishad Nha, 08 juillet 2012 - 12:51 .


#3
The Potty 1

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I think this is so far from what the game engine (or second edition) allows, that you're not going to have much success. That said, people have been doing astonishing things with BG for years, so if you feel passionately about this then good luck to you :D

#4
Ishad Nha

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BG2 game is well removed from the 2E rules here, they never require that dual classing be part of a valid multiclass combination.
Well, so far there has been one modest success with the specialty priest spells. I must admit that I am no modder myself. As for the difficulty level, Lynx at Gibberlings 3 has worked out a Monk/Sorceror multiclass mod.

I tried adding class ability tables to Mages, using files with names like: CLABMA01.2DA, CLABMA02.2DA, CLABMA03.2DA, CLABMA04.2DA, CLABMA05.2DA, CLABMA06.2DA, CLABMA07.2DA, CLABMA08.2DA, CLABMA09.2DA... 
(Nothing happened as far as I can tell, I took tables for Priests of Helm and Lathander and renamed them.)
One workaround is to convert the ClAb@@##.2DA data into a form that can written into a script. This can be quickly done with Word, Excel and a text editor. I will try adding Monk abilities to a Sorceror.

Modifié par Ishad Nha, 09 juillet 2012 - 09:21 .


#5
Ishad Nha

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CLABMA01.2DA is the class abilities table for the Trueclass Mage in BG2 and CLABSO01.2DA script worked for a Sorceror. Add abilities to these tables. But abilities found in 2DA tables are not the whole story, so this will need more work.

#6
Ishad Nha

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One plan for a multiclass Fighter/Sorceror: he is created as a Sorceror, the Fighter levels are notional. Notional Fighter promotions (increases in hp, saves, THAC0, weapon proficiencies, number of attacks) happen at the same time as real Sorceror promotions. Said increases are mandated by his script.
Items can only be used from one class, UseAnyItem op code goes further than I would like but ...
XP tables are adjusted so he requires double the experience points to gain a Sorceror level. (This is quick and simple to do using, Excel, Word and a text editor.)
He gets the better of the two class saves, if they are different. Default is Sorceror saving throws, script gives him Warrior saving throws only if they are better.

#7
Ishad Nha

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There has been some success but a lot of the stuff is hard-coded, especially if it does not change when the PC gains new levels. My log is found at:
http://forums.gibber...opic=24490&st=0
Notional classes, spells can be added in one hit:
ActionOverride(Player6,AddSpecialAbility("SPPR101"))
ActionOverride(Player6,AddSpecialAbility("SPPR102"))
ActionOverride(Player6,AddSpecialAbility("SPPR102"))
ActionOverride(Player6,AddSpecialAbility("SPPR103"))
ActionOverride(Player6,AddSpecialAbility("SPPR104"))
ActionOverride(Player6,AddSpecialAbility("SPPR105"))
ActionOverride(Player6,AddSpecialAbility("SPPR106"))
ActionOverride(Player6,AddSpecialAbility("SPPR108"))
ActionOverride(Player6,AddSpecialAbility("SPPR109"))

Okay, I have had some success, but there is still an issue with using the Priest spellbook. It seems that you can't access the Priest spellbook unless you are currently a person who has a class that uses Priest spells. But you can cast the spells anyway.
I have been looking into the CLAB**##.2DA tables and I found a few spells that were generally useful:
SPCL813 +1 Move
SPCL151 +2 Move
SPCL812 +2 Move
SPCL816 -1 to speed factor
SPCL143 -1 to speed factor
SPCL141 +1 to hit and +1 damage with all weapons
SPCL122 +1 to hit, and +1 to damage with any missile weapon
SPCL241 +3 to hit and +3 damage vs. undead
SPCL131 +1% Magic resistance
SPCL819 +3% magic resistance
SPCL441 -1 to AC.
SPCL142 -2 to AC
SPCL154 +5% resistance to slashing, piercing, crushing and missile damage
SPCL642 -2 penalty to strength and constitution.
SPCL332 Backstab for a lesser multiplier than the thief class
SPCL817 Immune to charm.
SPCL233b Immune to Hold and Charm spells
SPCL242 Immune to Hold and level drain
SPCL821 Immune to non-magical weapons
SPCL818 Immune to poison
SPCL924 Immune to poison
SPCL814 Immunity to all diseases, and cannot be Slowed or Hasted.