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Adding a class but only for specific NPC


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#1
madsabroo

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Hello! I've been reading up on the adding a new class tutorial on the Wiki, and I'm wondering if it's possible to add a specialization or class that is not available to the PC.  I want my new NPC follower to have a different set of spells and skills, but I don't want it to be available to the player upon creating a character.  Is there a way to do this or just a step I can skip in the tutorial to make this work?

Thanks!

#2
TimelordDC

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You don't have to follow a lot of the steps in that tutorial.



All you need to do is add on to the CLA_ worksheet (you can add yours to the end, make sure Playerclass is 0), edit ABI_ worksheet to add the new abilities and edit the guitypes worksheet to add your new ability categories.



The background related files and script edits are required only for adding a class that the player can select.

#3
ladydesire

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Deleted redundant post.

Modifié par ladydesire, 25 septembre 2010 - 04:34 .


#4
ladydesire

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The row id can be any high number, the higher the better to
avoid conflicts. The same is true to a point with the row id's;
row ids over 500,000 are not recommended at this time due
to a bug in how the game handles those.

Modifié par ladydesire, 25 septembre 2010 - 04:32 .


#5
madsabroo

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Awesome, thank you for the help!

#6
madsabroo

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Will it still work to use the M2DA technique as described in the tutorial so I don't have to edit the game's CLA_worksheet directly?

#7
TimelordDC

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M2DA is always the recommended method. You just add the row you want to add to that - no need to have the original rows from the game's CLA_ worksheet. Same goes for the others too.

#8
madsabroo

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Great, that's super helpful! Thanks for the quick response.

#9
madsabroo

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The creating a new class tutorial doesn't really tell you how to link up the new spells you've created with the new class you've made. Can anyone clarify what that step(s) would be?

#10
ladydesire

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http://social.biowar..._Spell_Tutorial This should cover that part for you.

#11
madsabroo

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So setting the Ability int in the guitypes_xxx.xsl that I've made will assign it to the class, yeah? I guess I'm worried because setting that value would mean changing the 2da_constants_h as directed in the class tutorial.



Is there anyway to make a separate 2da_constants that adds my class and doesn't tamper with the game's?

#12
ladydesire

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I thought I corrected that misconception when I edited the class tutorial; you should never edit core files unless you have no choice. There is one that I know of that you do have to change, but that's because the dascript compiler doesn't seem to recognize new includes in certain scripts. What you should do is create a 2da constants script for any talents you add for that class.

#13
madsabroo

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Yeah under the editing scripts section it says to change the core scripts directly. I think I'm still just confused on what I do and don't have to change, since I don't want this class to be available to Players but still want it to look normal when they level up the NPC.



I don't think it talks about adding the specific talents to the 2da or a new 2da in either tutorial.