Driggan wrote...
Well, that's pretty excellent. Say I wanted to make it so that there's three new "schools" of magic to replace all the old ones in my mod.
One would be healing, one would be combat magic, and one would be magic that either side can use. Could I make it so that companions and player mages are limited to one school or the other? Essentially it would be like making two different classes within a class, and letting you choose which one you want at the start of the module.
Could I do something like this?
Additionally, could you make it so that certain abilities in talent trees and skill trees aren't attainable with points, but instead are gained at certain points in the game? I.e. Bob has overcome his fear of ducks. He gains the spell: Duckbane, which slays all ducks in the vicinity of Bob.
So, for having different "schools" of magic, you are essentially talking about having a new row of spells on the talent tree GUI? For instance, there is already "Creation", and you want to have your own? If so, don't quote me on it, as I haven't tested it out yet, but I believe you would define a new "guitype" in the 2DA, "guitypes". Here's the
structure for it.
There are already rows for things like "Creation, "Primal", Weapon & Shield", "Spirit", etc. Seems like the right place to add it. Plus, when creating new abilities, you need to specify the guitype. For instance, when adding a custom talent the other day, I used the "Weapon & Sheild" guitype, and it was added with the other "Weapon & Shield" talents, like "Shield Bash" and "Shield Pummel".
As for specifying who sees it on their talent/spell tree, I'm still fiddling with this myself, as I too want to make only certain custom abilities available for certain people in my module. There's obviously a 2DA somewhere that has a definition for all classes. These class ID'd are probably referenced somewhere when determining which lines of spell/talents to show to the player. For instance, Mages won't see the talent tree on their GUI. I'll let you know if I find something.
Finally, as Proleric mentioned earlier, you can see the function "AddAbility" to automatically give the player an ability. With regards to making it so they cannot select it when creating their character, checkout the ability 2DA,
ABI_base. More specifically, there are columns such as:
conditions - no idea what this does
prereqability - the ID of the prereq ability
prereqlevel - Minimum character level needed
prereqattribute - Attribute that is needed (i.e. STR)
prereqattvalue - The value prereqatribute (above) needs to be greater than
Right now, I'm hacking it, making you need like 80 STR in order to use the ability (because I am giving the ability out at a certain point in the module) so the player can't select it. But, there has to be a better way than that!