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KinX
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by KinX » Mon Jan 19, 2009 1:14 pm
If I wanted play an Avenger/Dominator/Confounder etc in a single player mod, what would I have to do to make it work?
I wanna play a Cleric/Justicar/Shadowdancer or a cleric/Annihilator/Weaponmaster

Never argue with an idiot, they'll drag you down to their level and beat you with experience

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JollyOrc
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by JollyOrc » Mon Jan 19, 2009 1:19 pm
First off, you'd need to add the Avlis haks and tlk. Then you'd have to add a good bunch of the Avlis core scripts to have the special new abilities (like Detect Evil for instance).
Without extensive knowledge of how the single player campaign and the Avlis stuff is coded, I deem this a hopeless job. With it, it's a good deal of work, but surely an interesting excercise.
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dougnoel
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by dougnoel » Mon Jan 19, 2009 4:33 pm
The problem here is that the code required is hooked to other things. So if you wanted the detect evil script it's in the spellhooking code, which also has Andrinnor's Trust, etc. That's pretty easy to turn off, but without coding knowledge, you won't get very far. Getting the haks hooked up to a new mod is HARD. I say this next part as someone who coded on Avlis for two years, and has set up numerous mods with the Avlis haks. I have not been able to get a mod running in the past month even with the help of MadK@ and Nob. I was able to get a mod Nob sent me to mostly run, but that's a far cry from what you want to do. So there's your bar. Also, you'd need the code and we're not likely to want to give much of that out other than the spellhook base stuff which is already available to CoPaP member worlds.
Doug
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KinX
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by KinX » Mon Jan 19, 2009 5:15 pm
dougnoel wrote:The problem here is that the code required is hooked to other things. So if you wanted the detect evil script it's in the spellhooking code, which also has Andrinnor's Trust, etc. That's pretty easy to turn off, but without coding knowledge, you won't get very far. Getting the haks hooked up to a new mod is HARD. I say this next part as someone who coded on Avlis for two years, and has set up numerous mods with the Avlis haks. I have not been able to get a mod running in the past month even with the help of MadK@ and Nob. I was able to get a mod Nob sent me to mostly run, but that's a far cry from what you want to do. So there's your bar. Also, you'd need the code and we're not likely to want to give much of that out other than the spellhook base stuff which is already available to CoPaP member worlds.
Doug
Oh well. Woulda been cool but I guess it's not going to happen.
Never argue with an idiot, they'll drag you down to their level and beat you with experience

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loki70
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by loki70 » Mon Jan 19, 2009 5:17 pm
Getting psionics into the OC was pretty difficult, and the two never did really play well together. I cannot begin to imagine how hard it would be to import 8 classes, plus abilities, one of which overrides another existing class.
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nwmblondy
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by nwmblondy » Mon Jan 19, 2009 6:41 pm
technically we dotn over ride a clas, we just open up a differant oen and leave the othe rclass sitting there defunct. Im 90% sure of that
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loki70
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by loki70 » Mon Jan 19, 2009 6:53 pm
nwmblondy wrote:technically we dotn over ride a clas, we just open up a differant oen and leave the othe rclass sitting there defunct. Im 90% sure of that
I'm about 90% sure I understood that, and stand corrected. Didn't know that. Thanks.