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!
Adding a class but only for specific NPC
Débuté par
madsabroo
, sept. 25 2010 03:04
#1
Posté 25 septembre 2010 - 03:04
#2
Posté 25 septembre 2010 - 04:20
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.
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
Posté 25 septembre 2010 - 04:25
Deleted redundant post.
Modifié par ladydesire, 25 septembre 2010 - 04:34 .
#4
Posté 25 septembre 2010 - 04:31
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.
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
Posté 25 septembre 2010 - 04:38
Awesome, thank you for the help!
#6
Posté 25 septembre 2010 - 04:47
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
Posté 25 septembre 2010 - 04:53
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
Posté 25 septembre 2010 - 04:54
Great, that's super helpful! Thanks for the quick response.
#9
Posté 25 septembre 2010 - 10:17
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
Posté 25 septembre 2010 - 11:12
#11
Posté 25 septembre 2010 - 11:52
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?
Is there anyway to make a separate 2da_constants that adds my class and doesn't tamper with the game's?
#12
Posté 25 septembre 2010 - 11:59
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
Posté 26 septembre 2010 - 12:04
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.
I don't think it talks about adding the specific talents to the 2da or a new 2da in either tutorial.





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