Im building a very basic module, but i noticed that the single player level cap is applyed to the module aswell, is there any way to change it to something higher (like lvl 45) ? I also noticed that after goin trough the character generation, there are no stat skill or talents points to spend and i can only choose the gender,race,class option (in my own module) , is there a way to add a number of points so I can apply em on the new character generation at module startup? Thx in advance!
How to edit the lvl cap?
Débuté par
Jampierre
, mars 27 2010 08:56
#1
Posté 27 mars 2010 - 08:56
#2
Posté 27 mars 2010 - 09:02
make a exptable m2da that include levels beyond level 25. the default one stops at lv25 and that's why you can't go further..
if you run the default chargen scripts you should get the default number of points to spend aswell. the number of points set is defined during character initilization.
if you run the default chargen scripts you should get the default number of points to spend aswell. the number of points set is defined during character initilization.
#3
Posté 27 mars 2010 - 11:37
sorry im totally new to all this, what should i do exactly about the m2da?
about the chargen script im using the one in the wiki tutorial, this one
#include "global_objects_h"
void main(){
event ev = GetCurrentEvent();
int nEvent = GetEventType(ev); //extract event type from current event
int nEventHandled = FALSE; //keep track of whether the event has been handled
switch(nEvent){
case EVENT_TYPE_MODULE_START:{
// -----------------------------------------------------------------
// Initiate character generation.
// -----------------------------------------------------------------
PreloadCharGen(); //preloads resources for character generation
StartCharGen(GetHero(),0,TRUE); //initiates character generation
break;
}
default:
{
// -----------------------------------------------------------------
// Handle character generation events sent by the engine.
// -----------------------------------------------------------------
if ((nEvent >= EVENT_TYPE_CHARGEN_START && nEvent <= EVENT_TYPE_CHARGEN_END)
|| nEvent == EVENT_TYPE_PLAYERLEVELUP )
{
HandleEvent(ev, R"bdm_sys_chargen.ncs");
nEventHandled = TRUE;
}
break;
}
}
if (!nEventHandled) { //If this event wasn't handled by this script, let the core script try
HandleEvent(ev, RESOURCE_SCRIPT_MODULE_CORE);
}
}
about the chargen script im using the one in the wiki tutorial, this one
#include "global_objects_h"
void main(){
event ev = GetCurrentEvent();
int nEvent = GetEventType(ev); //extract event type from current event
int nEventHandled = FALSE; //keep track of whether the event has been handled
switch(nEvent){
case EVENT_TYPE_MODULE_START:{
// -----------------------------------------------------------------
// Initiate character generation.
// -----------------------------------------------------------------
PreloadCharGen(); //preloads resources for character generation
StartCharGen(GetHero(),0,TRUE); //initiates character generation
break;
}
default:
{
// -----------------------------------------------------------------
// Handle character generation events sent by the engine.
// -----------------------------------------------------------------
if ((nEvent >= EVENT_TYPE_CHARGEN_START && nEvent <= EVENT_TYPE_CHARGEN_END)
|| nEvent == EVENT_TYPE_PLAYERLEVELUP )
{
HandleEvent(ev, R"bdm_sys_chargen.ncs");
nEventHandled = TRUE;
}
break;
}
}
if (!nEventHandled) { //If this event wasn't handled by this script, let the core script try
HandleEvent(ev, RESOURCE_SCRIPT_MODULE_CORE);
}
}
#4
Posté 27 mars 2010 - 12:55
you make your own exptable_<m2da postfix>.xls that contain the extra level rows, compile it with the excel processor and put it in your modules data folder.
check your script "bdm_sys_chargen.ncs" it must contain a alternate chargen setup, your error is in there somewhere. if you want to use the default chargen you simply let the "sys_chargen.ncs" take care of it.
check your script "bdm_sys_chargen.ncs" it must contain a alternate chargen setup, your error is in there somewhere. if you want to use the default chargen you simply let the "sys_chargen.ncs" take care of it.
#5
Posté 27 mars 2010 - 03:11
this is weird now, i swapped that tutorial chargen script with sys_chargen from _System folder, well I dont know why but when i start the module, I dont get the char generation window at all?, tryed to swap back to the tutorial one and that one works... , what im doing is to put those scripts in the module properties, under the "script" option there
#6
Posté 27 mars 2010 - 06:40
Not sure what to say unless it's has something todo with awakening. (which i haven't bought yet) it should work fine. infact you could simply let the module core script deal with everything. it will contain the same calls.





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