Alrighty,
So I've been dabbling around the 2da's for the past little while, and one of the things I decided was to create a custom class (not a prc) as well as a few custom skills/feats to go along with it.
The class itself (if properly done) gains access to these new skills at various levels one at a time via essentially proficiency feats. (as in they are like perform
So my question is, how does one link a skill as a class skill to a character via feats? (is that even possible?)
custom skills and feats question
Débuté par
Moracen
, févr. 18 2011 10:18
#1
Posté 18 février 2011 - 10:18
#2
Posté 19 février 2011 - 08:35
Dont think its really possible, there are cosmopolitan feats, which is a feat that essentially makes a skill a class skill if the character has the cosmopolitan feat, the feat is assigned to that skill in skills.2da through the cosmopolitan feat column. It appears to work from testing, but there are some issues with it ive found.
Each class also has a special skills 2da that flags which skills are class and which are not class for it so you need one of them also.
Each class also has a special skills 2da that flags which skills are class and which are not class for it so you need one of them also.
#3
Posté 19 février 2011 - 08:59
already have the cls_skill file done up, unfortunately because I want those skills there but inaccessible from 1st they have to not be in the cls_skill 2da, as it only handles class/crossclass, not non-class skills.
what issues are there with the cosmo' feats? because they would work rather perfectly for my purposes
what issues are there with the cosmo' feats? because they would work rather perfectly for my purposes
#4
Posté 19 février 2011 - 10:50
okay, so I see at least one problem with cosmo feats, they may set the skill as a class skill, but don't actually let you rank it up (I attached one of my skills to a feat no problem at least),
is there a function that might allow that? i could attach a custom spell script to the feat that adds the skill to the character file right?
is there a function that might allow that? i could attach a custom spell script to the feat that adds the skill to the character file right?
#5
Posté 20 février 2011 - 02:28
you can set up which feats are available with cls_feat_** . With that 2da you can make a unique one for your new class. It handles which feats are available at each level as well as bonus feats and their position in the level up gui (bonus / automatically gained / main list / etc)
#6
Posté 20 février 2011 - 02:52
yes, but it only handles the min level the feat is available, the problem lies in the fact that I have two sets of bonus feats that are independant of each other that overlap (1st 3rd 4th, and 2nd 8th 12th 18th)
so min level doesnt cut it by itself, from what Ive seen in-game
edit: confirmed that setting the "granted on level" column just makes it give you the feat on that level, regardless of list settings, only way to make is selectable is -1 with granted on level and 0-2 for list in cls_feat_*.2da
also, you can't (as far as I know) define a class only feat in cls_feat, only in feat.2da and call it in cls_feat, which is why I would have to (on top of the previous paragraph) create a set of each of these feats
so min level doesnt cut it by itself, from what Ive seen in-game
edit: confirmed that setting the "granted on level" column just makes it give you the feat on that level, regardless of list settings, only way to make is selectable is -1 with granted on level and 0-2 for list in cls_feat_*.2da
also, you can't (as far as I know) define a class only feat in cls_feat, only in feat.2da and call it in cls_feat, which is why I would have to (on top of the previous paragraph) create a set of each of these feats
Modifié par Moracen, 20 février 2011 - 03:30 .
#7
Posté 20 février 2011 - 06:57
There are ways to accomplish some of what you are trying but it will involving overriden the defualt levelup rules that the engine uses. This is something that I have done in my Enhanced levelup and events demo, and am currently working on expanding on what can e done with that. (search the vault for it)
#8
Posté 20 février 2011 - 10:13
thanks 34. I will. I assume that's the ui/gui stuff that MasterChanger mentioned in my other post? I was hoping I wouldn't have to get into that yet, but I guess I will, long as you don't mind a little plagiarism, Ill note yah if I ever release my work.
Edit: downloaded, looks fun, will play with it and let you know anything I encounter that is significant
Edit: downloaded, looks fun, will play with it and let you know anything I encounter that is significant
Modifié par Moracen, 20 février 2011 - 10:19 .





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