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Topic Summary

Posted by: Grim Squeaker
« on: May 03, 2004, 11:23:09 AM »

Fair enough.  I just copy and pasted your post from the Cleric Remix workroom...
Posted by: Idobek
« on: May 03, 2004, 07:23:40 AM »

I believe that Barbarians can also be detected if you alter kit.ids like so:
Code: [Select]
REPLACE_TEXTUALLY ~0x40000000~ ~0x401F~ // BARBARIANI haven't tested this.

Oh, you don't need to use both these lines:
Code: [Select]
REPLACE_TEXTUALLY ~0x00004000~ ~0x4000~ // TRUECLASS
REPLACE_TEXTUALLY ~0x00004000~ ~0x4000~ // MAGESCHOOL_GENERALIST
One of them is enough.
Posted by: Grim Squeaker
« on: May 03, 2004, 02:27:26 AM »

Stole this from Idobek (if you are gonna REPLACE_TEXTUALLY):

Code: [Select]
COPY_EXISTING ~kit.ids~ ~override/kit.ids~
 REPLACE_TEXTUALLY ~0x00004000~ ~0x4000~ // TRUECLASS
 REPLACE_TEXTUALLY ~0x00004000~ ~0x4000~ // MAGESCHOOL_GENERALIST
 REPLACE_TEXTUALLY ~0x00000040~ ~0x0040~ // MAGESCHOOL_ABJURER
 REPLACE_TEXTUALLY ~0x00000080~ ~0x0080~ // MAGESCHOOL_CONJURER
 REPLACE_TEXTUALLY ~0x00000100~ ~0x0100~ // MAGESCHOOL_DIVINER
 REPLACE_TEXTUALLY ~0x00000200~ ~0x0200~ // MAGESCHOOL_ENCHANTER
 REPLACE_TEXTUALLY ~0x00000400~ ~0x0400~ // MAGESCHOOL_ILLUSIONIST
 REPLACE_TEXTUALLY ~0x00000800~ ~0x0800~ // MAGESCHOOL_INVOKER
 REPLACE_TEXTUALLY ~0x00001000~ ~0x1000~ // MAGESCHOOL_NECROMANCER
 REPLACE_TEXTUALLY ~0x00002000~ ~0x2000~ // MAGESCHOOL_TRANSMUTER
 REPLACE_TEXTUALLY ~0x00000001~ ~0x4001~ // BERSERKER
 REPLACE_TEXTUALLY ~0x00000002~ ~0x4002~ // WIZARDSLAYER
 REPLACE_TEXTUALLY ~0x00000004~ ~0x4003~ // KENSAI
 REPLACE_TEXTUALLY ~0x00000008~ ~0x4004~ // CAVALIER
 REPLACE_TEXTUALLY ~0x00000010~ ~0x4005~ // INQUISITOR
 REPLACE_TEXTUALLY ~0x00000020~ ~0x4006~ // UNDEADHUNTER
 REPLACE_TEXTUALLY ~0x00008000~ ~0x4007~ // FERALAN
 REPLACE_TEXTUALLY ~0x00010000~ ~0x4008~ // STALKER
 REPLACE_TEXTUALLY ~0x00020000~ ~0x4009~ // BEASTMASTER
 REPLACE_TEXTUALLY ~0x00040000~ ~0x400A~ // ASSASIN
 REPLACE_TEXTUALLY ~0x00080000~ ~0x400B~ // BOUNTYHUNTER
 REPLACE_TEXTUALLY ~0x00100000~ ~0x400C~ // SWASHBUCKLER
 REPLACE_TEXTUALLY ~0x00200000~ ~0x400D~ // BLADE
 REPLACE_TEXTUALLY ~0x00400000~ ~0x400E~ // JESTER
 REPLACE_TEXTUALLY ~0x00800000~ ~0x400F~ // SKALD
 REPLACE_TEXTUALLY ~0x01000000~ ~0x4013~ // GODTALOS
 REPLACE_TEXTUALLY ~0x02000000~ ~0x4014~ // GODHELM
 REPLACE_TEXTUALLY ~0x04000000~ ~0x4015~ // GODLATHANDER
 REPLACE_TEXTUALLY ~0x08000000~ ~0x4010~ // TOTEMIC
 REPLACE_TEXTUALLY ~0x10000000~ ~0x4011~ // SHAPESHIFTER
 REPLACE_TEXTUALLY ~0x20000000~ ~0x4012~ // BEASTFRIEND
Posted by: Ghreyfain
« on: May 03, 2004, 12:08:51 AM »

REPLACE_TEXTUALLY kicks ass.

The format is like this:

COPY_EXISTING ~kit.ids~ ~override/kit.ids~
REPLACE_TEXTUALLY ~old text~ ~new text~

That way you'll only replace the existing, broken entries, and leave any potential others alone.
The tricky thing about adding to kit.ids is that your kit might be installed in any potential order on top or below other kit mods, so to actually patch to kit.ids you'd need to do some READ_BYTE'ing to find out which number your kit has in the kitlist.2da file.  As I understand it, CamDawg pr Idobek from Gibberlings three seem to have that stuff wrapped around their pinky finger, so if they come along and see this, perhaps they'll reply with some good instructions on how to do it.
Posted by: neriana
« on: May 02, 2004, 10:34:25 PM »

I'm writing dialogue that checks for kits. Obviously, this is problematic. First, I need a kit.ids that works, like the one already posted here by Ghreyfain. However, if I just copied that into the override, it would overwrite any custom kits. Does anyone know how to replace only the official kits and leave any others alone? (Using WeiDU.)