I want to make a mage specialization that's designed for a solo playthrough, but I have not got any scripting experience.
Fade Strider
Talent 1 = Keen Eye: Activated Mode that let's you detect and disarm traps, and pick locks. These abilities improve as you take more talents within this specialization, just the same as the deft hands branch of rogue skills.
Talent 2 = Fade Form : Shapeshift into a mouse that has combat stealth.
Talent 3 = Day Dream: Mage casts a spell (with the same AOE as mind burst) that puts all enemies in the AOE to sleep.
Talent 4 = Devour: A spell that deals spirit damage to a target. If that target is asleep at the time, the mage gains mana equal to the amount of damage done.
If anyone could advise me on how to do this, or point me in the direction of a tutorial, that would be much appreciated.
Anyone know of a tutorial for creating a custom specialization?
Débuté par
Rhys Cordelle
, mai 21 2010 03:14
#1
Posté 21 mai 2010 - 03:14
#2
Posté 21 mai 2010 - 05:56
under the category of "not tried myself", but in the spirit of pointing you in the right direction:
http://social.biowar..._class_Tutorial
(specialisms are classes which are not selectable at character generation)
http://social.biowar...ex.php/ABI_base
http://social.biowar...hp/Guitypes.xls
you will need to create a hidden talent for your new specialism as well as the four talents you identify, and a guigroup so they have their header show up in the spells section.
Youll also need a decent knowledge of scripting to create the new spell scripts and know how to add to them. The scripting won't be utterly impossible for someone new to scripting, but i expect youll need to look at the core scripts to see how similar spells/talents were made for the core game, and you can always ask for script-specific help in the scripting subforum.
Sounds like a fun specialism by the way
http://social.biowar..._class_Tutorial
(specialisms are classes which are not selectable at character generation)
http://social.biowar...ex.php/ABI_base
http://social.biowar...hp/Guitypes.xls
you will need to create a hidden talent for your new specialism as well as the four talents you identify, and a guigroup so they have their header show up in the spells section.
Youll also need a decent knowledge of scripting to create the new spell scripts and know how to add to them. The scripting won't be utterly impossible for someone new to scripting, but i expect youll need to look at the core scripts to see how similar spells/talents were made for the core game, and you can always ask for script-specific help in the scripting subforum.
Sounds like a fun specialism by the way
Modifié par mikemike37, 21 mai 2010 - 05:59 .





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