Now I am GOD! I got to know what happened to Edwin, Saravok, Viconia and Dorn
, but nothing about Hexxat?
How does her life continue?

How does her life continue?
2DA V1.0This is a Paladin CLAB (the Inquisitor's I think). Each GA_SPELLNAME gives the mentioned spell to the creature just once (this is used for things like the Kensai's Kai ability), while AP_SPELLNAME applies the spell to the creature once, with a permanent timing. This is used for Passive Abilities like the Kensai's damage and AC bonus.
****
1 2 3 4 5 6 7
ABILITY1 GA_SPCL213 GA_SPCL212 GA_SPCL212 GA_SPCL212 GA_SPCL212 GA_SPCL212 GA_SPCL212
ABILITY2 GA_SPCL212 GA_SPCL213 GA_SPCL213 GA_SPCL213 GA_SPCL213 GA_SPCL213 GA_SPCL213
ABILITY3 GA_SPCL212 **** **** **** **** **** ****
ABILITY4 GA_SPCL212 **** **** **** **** **** ****
ABILITY5 GA_SPCL212 **** **** **** **** **** ****
ABILITY6 AP_SPCL241 **** **** **** **** **** ****
ABILITY7 AP_SPCL242 **** **** **** **** **** ****
2DA V1.0The GA_ and AP_ stuff from CLAB*.2DA files is the same here.
*
ABILITY ICON STRREF MIN_LEV MAX_LEVEL NUM_ALLOWED PREREQUISITE EXCLUDED_BY ALIGN_REST
1 GA_SPPR721 * * 16 99 1 * * *
2 GA_SPPR722 * * 16 99 1 * * *
3 GA_SPPR723 * * 16 99 1 * * *
4 GA_SPPR725 * * 16 99 1 * * *
5 GA_SPPR726 * * 16 99 1 * GA_SPPR727 ALL_EVIL
6 GA_SPPR727 * * 16 99 1 * GA_SPPR726 ALL_GOOD
7 GA_SPPR728 * * 16 99 1 * * *
8 GA_SPPR729 * * 16 99 1 * * *
9 GA_SPPR730 * * 16 99 1 * * *
10 AP_SPCL928 * * 1 99 1 * * *
11 AP_SPCL929 * * 1 99 1 AP_SPCL928 * *
12 AP_SPCL930 * * 1 99 1 AP_SPCL929 * *
13 GA_SPWI920 * * 32 99 1 * * *
14 GA_SPWI921 * * 32 99 1 * * *
15 GA_SPWI922 * * 32 99 1 * * *
16 GA_SPWI923 * * 32 99 1 * GA_SPWI924 ALL_EVIL
17 GA_SPWI924 * * 32 99 1 * GA_SPWI923 ALL_GOOD
18 GA_SPWI925 * * 32 99 1 * * *
19 * * * * * * * * *
20 * * * * * * * * *
21 * * * * * * * * *
22 * * * * * * * * *
23 * * * * * * * * *
24 * * * * * * * * *
APPEND_OUTER "path/to/your.2da" "25th line of the LU* file"The HP*.2DA tables are much more simpler and shorter. They hold the information for the HP that has to be given to the creature on each level. Here's an example of the Rogue's:
2DA V1.0It's pretty easy, from levels 1 to 10 (in the case of Warriors and Priests, it should be form levels 1 to 9, and 1 to 10 in the case of Wizards, too) the rouge is given 1d6 hit points, past that level, the Rouge will gain 2 HP every level up. It is recommended to make this table up to level 50 too. This table is completely optional and only needed if you want to change the Kit's HP/level.
0
SIDES ROLLS MODIFIER
1 6 0 6
2 6 0 6
3 6 0 6
4 6 0 6
5 6 0 6
6 6 0 6
7 6 0 6
8 6 0 6
9 6 0 6
10 6 0 6
11 6 0 2
12 6 0 2
13 6 0 2
14 6 0 2
15 6 0 2
16 6 0 2
17 6 0 2
18 6 0 2
19 6 0 2
20 6 0 2
21 6 0 2
22 6 0 2
23 6 0 2
24 6 0 2
25 6 0 2
26 6 0 2
27 6 0 2
28 6 0 2
29 6 0 2
30 6 0 2
31 6 0 2
32 6 0 2
33 6 0 2
34 6 0 2
35 6 0 2
36 6 0 2
37 6 0 2
38 6 0 2
39 6 0 2
40 6 0 2
BACKUP "example/backup"These are basic WeiDU instructions to provide information for debugging/reporting bugs and re-installing the mod. The VERSION field is not required but it's recommended to be used.
AUTHOR CrevsDaak
VERSION "v2.3.67.3"
BEGIN "[enter kit name here] kit for [enter the kit's base class name here in plural form]"This command includes the .tpa with the code that does the real work to install the kit.
INCLUDE "example/library/fl#add_kit_ee.tpa"This is your kit's internal name, it should be prefixed with your own modding signature and not too long.
ADD_KIT ~7C#KIT~These are the BG1 proficiency restrictions, they don't serve any purpose so it's a waste to edit them.
~7C#KIT 1 1 1 1 1 1 1 1~These are the BG2 proficiencies, you should use the 2DA table "WEAPPROF" as a reference while working on this.
~7C#KIT 0 1 0 0 1 0 0 1 0 1 1 0 0 1 1 1 0 1 0 0 0 0 1 1 0 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~Minimum stats for the kit. Use low values, otherwise getting high rolls will be too easy.
~7C#KIT 0 9 0 0 0 0~These are the stat modifiers at character creation. Both positive an negative values are accepted.
7C#KIT 0 0 0 0 0 0~Stats requirement to dual-class TO this kit, not really necessary.
~7C#KIT 0 17 0 0 0 0~Stats requirement to dual-class from this kit to another class.
~7C#KIT 0 15 0 0 0 0~Alignments that can be chosen at character generation time with this kit selected.
// LG LN LE NG TN NE CG CN CEThis next entry rules over which classes your kit will be able to dual-class, or if the kit would be able to dual-class at all (eg vanilla Wild Mage can't dual-class, neither the Barbarian, which is coded as a Fighter kit).
~7C#KIT 0 1 1 1 1 1 1 1 1~
// F C M T D RThis is the path of your kit's own clab*.2da.
~7C#KIT 1 1 1 0 0 0~
~example/7C#KIT.2da~This are the races that can choose this particular kit. It is noted as it follows K_[initial of the class the kit belongs to]_[race able to select this kit], for example, K_T_H means a Human Thief can pick it and K_SH_HL means a Halfling Shaman can pick it. Just include the ones you'd like the kit to be usable by.
~K_T_H K_T_D K_T_G K_T_E K_T_HE K_T_HL K_T_HO~
// this is the usability flag for the class followed by the class number
// (see the table KITLIST.2DA for more information)
~0x00080000 4~
// this is the name of the LU7C#K.2DA file, needed for HLAs and appended to LUABBR.2DA.
~7C#K~
// this are the item this kit is going to get at the start of ToB, appended column-wise to 25STWEAP.2DA.
// check with NearInfinity, EEKeeper or DLTCEP which items you want since you'll need their code name.
~* * * BAG28 * * * BOOT01 AMUL17 * * AROW11,80 * * * * * DAGG12 SW1H28 *~
SAY ~batman~ // this is the all-lower case version of the kit-name, TRA'ified strings are also accepted.
SAY ~Batman~ // this is the capitalized name of the kit.
SAY ~BATMAN: he is kewl~ // this is the description of the kit
// (please don't make it as silly as this one, use the vanilla ones as example)
LAF fl#add_kit_ee // launch_action_function start
INT_VAR
biography = 29492 // This is the biography, you can browse the dialog.tlk
// (with NearInfinity or DLTCEP) for the string you desire or just add your own.
briefdesc = RESOLVE_STR_REF ~short description of the kit goes here, TRA'ified strings also accepted, just remove the tildes around this string.~
// this is a bool check, if it's set to 1, the Kit can get Fallen, like a Paladin
// if it's set to 0 it does nothing in the game. It's default value is 0.
fallen = 0
// if you set fallen = 1, you might want to add a custom string for when the Kit's user becomes Fallen.
fallen_notice = RESOLVE_STR_REF (~this is the string which will be displayed when the Kit's user becomes fallen~)
STR_VAR
// this is the internal name of your kit. #This_is_a_must (unless you want to crash the installation).
// all the other stuff in this listing is optional, if it's there, it will be used
// and if it isn't, the class default value will be used instead. Remove the whole "example = ~3 8 1 92~" line.
kit_name = ~7C#KIT~
// this is the backstab progressions rate (one number/level, 40 levels), only for kits that need backstab
backstab = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
// this file (CLSWPBON.2DA) contains three different fields of information, the first one is for the WPSTACK
// (the bonus APR from Specialization and higher and from levels 7 and 13 that fighters gain)
// if the number is 1, then it'll be enabled, if it's set to 0, it won't, enabled on Warrior classes by default.
// the second one is turned by default over Monks, seems like it gives them their custom fists.
// the third and last value is the amount of penalty given to the character's
// THAC0 when using a weapon they aren't proficient with.
clswpbon = ~1 0 3~
// the number of weapon slot that are displayed in the inventory
numwslot = ~2~
// 1st value is the amount of Thieving skills point gained at level one and the 2nd is the amount gained in the following levels.
thiefskl = ~40 20~
// maximum amount of traps this kit can set (this is optional and only for Thief and Bard kits)
traplimt = 6
// this is appended column-wise to CLASCOLR.2DA, the colors are listed here in this order:
// METAL (metallic parts of the character's equipment), MINOR_CLOTH (same as Minor Color in the inventory screen),
// MAIN_CLOTH (same as Major Color in the Inventory Screen), LEATHER (the leather parts of the character's armor),
// ARMOR (this one is for the other parts of the armor that aren't METAL nor LETHER).
clascolr = ~35 67 67 25 80~
// this is the minimum thieving skills given at level 1.
// if the normal is more than the value set here, the value here'll be ignored.
// (NOT SURE ABOUT THIS)
// appended column-wise to CLASISKL.2DA
// note that they are 7 values, Pick Pockets, Open Locks, Find Traps
// Move Silently, Hide in Shadows, Detect Illusion and Set Traps
clasiskl = ~10 10 10 10 10 10 10~
// this is appended column-wise to THIEFSCL.2DA, 100 determines that the player can spent Thieving Points
// in that thieving ability, and 0 means that they can't.
// Seems like it has something to do with percentages, but it's not confirmed yet.
thiefscl = ~100 100 100 100 100 100 100 100~
// the HP*.2DA table's full name (not including the extension).
hpclass = ~HP7C#K~
// appended to CLSRCREQ.2DA, determines which race can select the kit at character creation,
// values are either 1 (true/yes) and 0 (false/no), the races go like this:
// HUMAN, ELF, HALF_ELF, DWARF, HALFLING, GNOME and HALFORC.
clsrcreq = ~1 1 1 1 1 1 1~
// this is a bonus to the base THAC0 that is given at level 1 and it's permanent.
clasthac = ~0~
// this is the Sneak Attack entry, only for IWD:EE.
// it's like the backstab.2da, but with a function.
sneakatt = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
// this is the Crippling Strike entry, only for IWD:EE
// it's also like the backstab.2da
BACKUP "example/backup"
AUTHOR CrevsDaak
VERSION "v2.3.67.3"
BEGIN "Food for Elephants" // rly boi
INCLUDE "example/library/fl#add_kit_ee.tpa"
ADD_KIT ~7C#KIT~
~7C#KIT 1 1 1 1 1 1 1 1~
~7C#KIT 0 1 0 0 1 0 0 1 0 1 1 0 0 1 1 1 0 1 0 0 0 0 1 1 0 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
~7C#KIT 0 9 0 0 0 0~
~7C#KIT 0 0 0 0 0 0~
~7C#KIT 0 15 0 0 0 0~
~7C#KIT 0 17 0 0 0 0~
~7C#KIT 0 1 1 1 1 1 1 1 1~
~7C#KIT 1 1 1 0 0 0~
~example/7C#KIT.2da~
~K_T_H K_T_D K_T_G K_T_E K_T_HE K_T_HL K_T_HO~
~0x00080000 4~
~7C#K~
~* * * BAG28 * * * BOOT01 AMUL17 * * AROW11,80 * * * * * DAGG12 SW1H28 *~
SAY ~batman~
SAY ~Batman~
SAY ~BATMAN: he is mothafreakgngin awesum~
LAF fl#add_kit_ee
INT_VAR
biography = 29492
briefdesc = RESOLVE_STR_REF ~short description of the kit goes here.~
fallen = 0
fallen_notice = RESOLVE_STR_REF (~You have failed ur ppl.~)
STR_VAR
kit_name = ~7C#KIT~
backstab = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
clswpbon = ~1 0 3~
numwslot = ~2~
thiefskl = ~40 20~
traplimt = 6
clascolr = ~35 67 67 25 80~
clasiskl = ~10 10 10 10 10 10 10~
thiefscl = ~100 100 100 100 100 100 100 100~
hpclass = ~HP7C#K~
clsrcreq = ~1 1 1 1 1 1 1~
clasthac = ~0~
sneakatt = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
crippstr = ~1 2 3 4 5 6 7 8 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9~
END
COPY "example/spl/your1.spl" override
SAY 0xC ~this is the spell's name~
SAY 0x50 ~this is the spell's description~
COPY "example/spl/your2.spl" override
SAY 0xC #-1
COPY "example/tables/HP7C#K.2DA" override
"example/tables/LU7C#K.2DA" override