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Custom class and talent questions


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7 réponses à ce sujet

#1
macrobert

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 Hello,

I have created a custom class following the tutorial from
http://www.x3dmod.co...a_new_class.htm
and peaking into ladydesire's tevinter_warden class
and it worked quite well.
But some questions are still open:
1. Where do I set the start skill and talents?
2. Is it possible to add open lock abilities to a non rogue class?
3. To get a specialization for the custom class I have copied the row in the CLA_base an changed the base class to the new class. When I chose the specialization in game the symbols apear two times in the character sheet.

I have some complexer questions regarding talent creation and rearranging talents.
I want to create an apostate class with mostly mage and some rogue talents. Creating a custom talent block and assing it to the custom class is no problem. But I have a problem excluding all default spells blocks (creation, entropy...) and only allowing the custom ones. Right now, I set the requirement for every start spell to the hidden mage talent 4023 and the new spell blocks to the custom class talents, 5000 in my case. This works fine but for the walking bomb talent line, which still apears (i think it is because this spell is sometimes refered as dead man wakling). But of course, this is not a good solution.
Are there better ways to include and exclude certain talents?

The next thing are the talents themself. I use copies of basic talents and rearrange them in a custom ABI_base_ap.gda, then i link them to copies of the original script files. I have created a custom header file where i store the new ids and changed  every "case ABILITY_SPELL_OLDSPELL_ID:" to "case ABILITY_SPELL_NEWSPELL_ID:" in the copied script. This works fine except for the spell_aoe_duration_ap.ncs. I can cast the spell but Spellbloom or the Glyph do nothing. I think it has something to do with the data stored in the "ev variable" The Questions are:
How do i get the custom spell_aoe_duration.ncs to work?
Or even better is there a smarter solution for rearranging talents for a custom class, perhaps without copiing the spells or creating so much overhead?

If someone is interested, you can see the custom gda under 
https://spreadsheets...=CO6Y1tAE#gid=1
for the spells
and
https://spreadsheets...=CMv5-sIO#gid=9
for the class

Modifié par macrobert, 06 octobre 2010 - 09:18 .


#2
ladydesire

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You have to create copies, to minimize compatibility problems from people using modified versions of the default talents and spells. I'm actually having problems getting one of the Glyph spells working in my class, but I believe I have a working version of Spellbloom. As for Open Lock, you should be able to do it the same way you did the spells.

#3
macrobert

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I have narrowed the spell_aoe_duration problem a little bit. It seems that the EVENT_TYPE_ENTER case won't fire. There is probably some inconsistency between the new spell and the created effect. For example: I cast the new spellbloom through the new spell_aoe_duartion. But when I enter the zone the original script fires and it won't find the new spell_id. Perhaps I need to modify another 2da or header file, i guess aoe or vfx.

#4
0x30A88

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There is a bug with those extra classes, namely that they disable "other campaigns"-mods to have their own backgrounds. So if it's even poissible, limit it to the original SP campaign to avoid conflicts.

#5
Nattfodd

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Keep in mind that existing spells/talent script of ABI_base.gda, evaluate the ability id, so they probably do not handle your new abilities. You have to create your own scripts to handle your new abilities.

#6
ladydesire

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Gisle Aune wrote...

There is a bug with those extra classes, namely that they disable "other campaigns"-mods to have their own backgrounds. So if it's even poissible, limit it to the original SP campaign to avoid conflicts.


Disabling the mod containing the custom class is enough to prevent interference. 

#7
macrobert

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I have solved the non working spell_aoe_duration, kind of. But it isn't a clean solution. Right now i remap the stateEvent.nAbility back to the original spell when the spell resolves. This works but is very inconsistent, of course. Tomorrow I will try add the new effect to the aoe_persistent.gda, but I fear there will be problems with spell combos. Or I redesign the class and use less duplicate spell.

Another annoying flaw. To get lock picking to work you need the hidden_rogue talent (4020). But when i pick this, the rogue symbol is in the main class icon slot and the apostate symbol in the first specialization.

#8
0x30A88

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Maybe you can modify the lockpick script to also scan for another ability than hidden_rogue...just speculations though.