How do I provide choice in Companion class during level-up?
#1
Posté 14 février 2011 - 11:50
#2
Guest_Chaos Wielder_*
Posté 15 février 2011 - 12:45
Guest_Chaos Wielder_*
Modifié par Chaos Wielder, 15 février 2011 - 12:45 .
#3
Posté 15 février 2011 - 12:54
#4
Posté 15 février 2011 - 04:13
Regards
#5
Posté 15 février 2011 - 09:48
levelup_class.xml
levelup_classx1.xml
levelup_classx2.xml
In those you should find the following line:
[b]OnUpdate='UIListBox_OnUpdate_CreateclassList("LEVELUP","class_IMAGE","class_TEXT","INFOPANE_TEXT","TEMP_CHARACTER_SCENE")'[/b](note, the line is strict nwn2-XML compliant, while the default files aren't (ironic'ly), so narrow the search to "CreateclassList")
Since I'm personally using a very simple change (from the Vault / Vault) that allows multi-classing OC+MotB+SoZ Companions, the line above has changed to:
[b]OnUpdate='UIListBox_OnUpdate_CreateclassList("CHARGEN","class_IMAGE","class_TEXT","INFOPANE_TEXT","TEMP_CHARACTER_SCENE")'[/b]The only change is from 'LEVELUP' TO 'CHARGEN'. It may be working in conjunction with Packages.2da .. but this is speculation on my part.
if anyone can expunge on the difference, that be good.
( Edit, posting changed the case of 'class' in the XML .. ps. tks, I_Raps
Modifié par kevL, 15 février 2011 - 10:15 .
#6
Posté 15 février 2011 - 10:24
In the OC and MotB Makeovers I originally used the modified XML approach. But since I had to alter the campaign.cam file anyway to allow party creation, it didnt make sense to modify the XML, so I stopped doing that and now just use the campaign setting. Unfortunately the campaign settings are not documented anywhere so we learn as we do.
Regards
#7
Posté 15 février 2011 - 10:33
#8
Posté 15 février 2011 - 06:18
#9
Posté 16 février 2011 - 01:37
#10
Posté 16 février 2011 - 02:22
Like M.Rieder said for restricted leveling you need to leave the campaign checkoff "unrestricted levelup" empty.
When the companion levels the game uses their assigned package to determine which level they can levelup as. It doesn't matter what classes the character has, only their current package.
I have found the easiest way to switch between packages is through conversation. When assigning packages there needs to be checks that they can actually meet the requirements. A chaotic aligned character can be assigned a monk package but when they levelup they will be unabale to advance and have no other optinions..
Modifié par Shaughn78, 16 février 2011 - 02:23 .
#11
Guest_Chaos Wielder_*
Posté 16 février 2011 - 06:11
Guest_Chaos Wielder_*
On the one hand--somewhat off-topic--I cannot imagine a player making very bad decisions. That is, you give them an Ogre barbarian companion and, with no restrictions, they decide to level him up as a wizard. Still, I guess I would like to guide people down the right path.
#12
Posté 16 février 2011 - 09:37
one person's bad decision is another person's "hey, cool, what if I do this ..!?"Chaos Wielder wrote...
On the one hand--somewhat off-topic--I cannot imagine a player making very bad decisions. That is, you give them an Ogre barbarian companion and, with no restrictions, they decide to level him up as a wizard. Still, I guess I would like to guide people down the right path.
#13
Posté 16 février 2011 - 10:14
Some module designers have a specific story to tell with their NPC companions that wouldn't make sense if players could level them up as they please. Think Khelgar in the OC, for example.
#14
Posté 17 février 2011 - 01:38
Would be nice if that was individually controllable.
dunniteowl
#15
Posté 17 février 2011 - 03:47
#16
Posté 17 février 2011 - 07:29
not so sure this is OffT. so here goes an idea ..Mad.Hatter wrote...
Continuing in the off topic nature:
ya'll know how some modules allow different plot-paths for Alignment? How abouts allowing different level-up paths for a (special) Companion? Say, in dialog the PC can coax said Companion in the direction of a melee-type, an archer-type, a rogue-type, a caster-type (divine or arcane)? Then, when level-up time comes, a sub-scripted influence system kicks in and either calls a particular Package, or displays a limited range of class choices ..Some module designers have a specific story to tell with their NPC companions that wouldn't make sense if players could level them up as they please. Think Khelgar in the OC, for example.
(oh, bother.)
Modifié par kevL, 17 février 2011 - 07:29 .
#17
Posté 17 février 2011 - 02:21
dno
#18
Posté 17 février 2011 - 10:44
but just to flesh the idea, as if M.H's example of Khelgar isn't enough: for builders who enjoy designing romances and/ or friendships, two stories (the PC's and the Companion's) could meet, entwine, culminate at the climax of a module -
plus have the benefit of creating a mod where the player can choose PC-class more freely, and rely on the companion taking up any slack as needed.
#19
Posté 18 février 2011 - 02:21
The idea of influence opening up companion leveling packages is something that can be done. I have it with one of my companions. The influence is essentially a local int, some systems band them together -25 to 25 neutral, 25-50 they like you etc. In conversation is is a simple check of the int or a slightly more complex script that checks for a band. I have one companion that uses this to choose her levelup package.
From conversation this is very easy to control, from the the levelup gui I don't know if something like this would be possible. Assigning the available packages to a character with local int is possible but if the levelup screen could be written to allow all the available choices is another thing.
As a builder I prefer the use of packages. They allow for their creation of more developed companions, who interjections make sense with their class and abilities. If a melee character was advanced as an arcane their response/interjections could make less sense and possibly even conflict with the character. An example is one of my companions dislikes elves, in particular elven druids, it would be very unlikely he would take a level as a druid. If he did, then later he had an interjection about how usless or conter productive druids were it would make little sense.
Other than the class choice all other aspects of a package can be ignored by the player. I would advocate that if a builder is using the package defined leveling, they make their own unique packages. That way not every default fighter has longsword talent or the finesse fighter only uses the shortsword. If the package is unique it will help to develop that companion and maybe the player may use it. I for one know if I it is a default game package I ignore it, if it is suggesting different and interesting things I would likely give it a try.
The package system can also be used to reward a player for using and developing certain companions as well. If 6 companions are offered, but only 3 can be used at a time some companions would be more developed (used by) the player. Those companions would likely have more influence and that could open up certain packages. Or having a companion in the party at certain points in the game could open a unique package for them.
Within my game I have looked at many ways to use the packages to help develop and define the companions. A half-orc barbarian has the choice to become a more disciplined fighter or embrace the chaos of battle and advance as a frenzied berserker. Once one path is chosen the opposite path is locked and that will have impact on the companion later in the game.
So that is it, for story based games I feel that using the packages opposed to unrestrictive leveling of companions can add a lot to the game if the developer puts time into it's planning and implementation.





Retour en haut






